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Comparing deliantra/server/common/object.C (file contents):
Revision 1.58 by pippijn, Mon Dec 4 17:48:35 2006 UTC vs.
Revision 1.336 by root, Wed Apr 28 11:19:09 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24/* Eneq(@csd.uu.se): Added weight-modifiers in environment of objects.
25 sub/add_weight will transcend the environment updating the carrying
26 variable. */
27#include <global.h> 25#include <global.h>
28#include <stdio.h> 26#include <stdio.h>
29#include <sys/types.h> 27#include <sys/types.h>
30#include <sys/uio.h> 28#include <sys/uio.h>
31#include <object.h> 29#include <object.h>
32#include <funcpoint.h> 30#include <sproto.h>
33#include <loader.h>
34 31
35int nrofallocobjects = 0; 32#include <bitset>
36static UUID uuid; 33
34UUID UUID::cur;
35static uint64_t seq_next_save;
37const uint64 UUID_SKIP = 1<<19; 36static const uint64 UUID_GAP = 1<<19;
37uint32_t mapspace::smellcount = 10000;
38 38
39object *active_objects; /* List of active objects that need to be processed */ 39objectvec objects;
40activevec actives;
40 41
41short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 42freelist_item *object::freelist;
43uint32_t object::object_count;
44uint32_t object::free_count;
45uint32_t object::create_count;
46uint32_t object::destroy_count;
47
48//+GPL
49
50short freearr_x[SIZEOFFREE] = {
51 0,
52 0, 1, 1, 1, 0, -1, -1, -1,
53 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
42 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 54 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
43}; 55};
44short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 56short freearr_y[SIZEOFFREE] = {
57 0,
58 -1, -1, 0, 1, 1, 1, 0, -1,
59 -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
45 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3 60 -3, -3, -3, -3, -2, -1, 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3
46};
47int maxfree[SIZEOFFREE] = { 0, 9, 10, 13, 14, 17, 18, 21, 22, 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45,
48 48, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
49}; 61};
50int freedir[SIZEOFFREE] = { 62int freedir[SIZEOFFREE] = {
51 0, 1, 2, 3, 4, 5, 6, 7, 8, 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8, 63 0,
64 1, 2, 3, 4, 5, 6, 7, 8,
65 1, 2, 2, 2, 3, 4, 4, 4, 5, 6, 6, 6, 7, 8, 8, 8,
52 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8 66 1, 2, 2, 2, 2, 2, 3, 4, 4, 4, 4, 4, 5, 6, 6, 6, 6, 6, 7, 8, 8, 8, 8, 8
53}; 67};
54 68
69static int maxfree[SIZEOFFREE] = {
70 0,
71 9, 10, 13, 14, 17, 18, 21, 22,
72 25, 26, 27, 30, 31, 32, 33, 36, 37, 39, 39, 42, 43, 44, 45, 48,
73 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49, 49
74};
75
55static void 76static void
56write_uuid (void) 77write_uuid (uval64 skip, bool sync)
57{ 78{
58 char filename1[MAX_BUF], filename2[MAX_BUF]; 79 CALL_BEGIN (2);
59 80 CALL_ARG_SV (newSVval64 (skip));
60 sprintf (filename1, "%s/uuid", settings.localdir); 81 CALL_ARG_SV (boolSV (sync));
61 sprintf (filename2, "%s/uuid~", settings.localdir); 82 CALL_CALL ("cf::write_uuid", G_DISCARD);
62 83 CALL_END;
63 FILE *fp;
64
65 if (!(fp = fopen (filename2, "w")))
66 {
67 LOG (llevError, "ERROR: cannot open %s for writing, unable to write UUID!\n", filename2);
68 return;
69 }
70
71 fprintf (fp, "<1,%llx>\n", (unsigned long long)uuid.seq + UUID_SKIP * 2);
72 fclose (fp);
73 rename (filename2, filename1);
74} 84}
75 85
76static void 86static void
77read_uuid (void) 87read_uuid ()
78{ 88{
79 char filename[MAX_BUF]; 89 char filename[MAX_BUF];
80 90
81 sprintf (filename, "%s/uuid", settings.localdir); 91 sprintf (filename, "%s/uuid", settings.localdir);
92
93 seq_next_save = 0;
82 94
83 FILE *fp; 95 FILE *fp;
84 96
85 if (!(fp = fopen (filename, "r"))) 97 if (!(fp = fopen (filename, "r")))
86 { 98 {
87 if (errno == ENOENT) 99 if (errno == ENOENT)
88 { 100 {
89 LOG (llevInfo, "RESET uid to 1\n"); 101 LOG (llevInfo, "RESET uid to 1\n");
90 uuid.seq = 0; 102 UUID::cur.seq = 0;
91 write_uuid (); 103 write_uuid (UUID_GAP, true);
92 return; 104 return;
93 } 105 }
94 106
95 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 107 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
96 _exit (1); 108 _exit (1);
97 } 109 }
98 110
99 int version; 111 char buf [UUID::MAX_LEN];
100 unsigned long long uid; 112 buf[0] = 0;
101 if (2 != fscanf (fp, "<%d,%llx>\n", &version, &uid) || version != 1) 113 fgets (buf, sizeof (buf), fp);
114
115 if (!UUID::cur.parse (buf))
102 { 116 {
103 LOG (llevError, "FATAL: error reading uid from %s!\n", filename); 117 LOG (llevError, "FATAL: error reading uid from %s (%s)!\n", filename, buf);
104 _exit (1); 118 _exit (1);
105 } 119 }
106 120
107 uuid.seq = uid;
108 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 121 LOG (llevDebug, "read UUID: %s\n", UUID::cur.c_str ());
122
123 write_uuid (UUID_GAP, true);
110 fclose (fp); 124 fclose (fp);
111} 125}
112 126
113UUID 127UUID
114gen_uuid () 128UUID::gen ()
115{ 129{
116 UUID uid; 130 UUID uid;
117 131
118 uid.seq = ++uuid.seq; 132 uid.seq = ++cur.seq;
119 133
120 if (!(uuid.seq & (UUID_SKIP - 1))) 134 if (expect_false (cur.seq >= seq_next_save))
121 write_uuid (); 135 {
136 seq_next_save = UUID::cur.seq + (UUID_GAP >> 1);
137 write_uuid (UUID_GAP, false);
138 }
139
122 140
123 return uid; 141 return uid;
124} 142}
125 143
126void 144void
127init_uuid () 145UUID::init ()
128{ 146{
129 read_uuid (); 147 read_uuid ();
130} 148}
131 149
150bool
151UUID::parse (const char *s)
152{
153 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
154 return false;
155
156 seq = 0;
157
158 while (*s != '>')
159 {
160 if (*s < '0')
161 return false;
162
163 // this gives nice branchless code with gcc
164 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
165 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
166
167 seq = (seq << 4) | digit;
168
169 ++s;
170 }
171
172 return true;
173}
174
175char *
176UUID::append (char *buf) const
177{
178 *buf++ = '<';
179 *buf++ = '1';
180 *buf++ = '.';
181
182 uint64_t seq = this->seq;
183 const int bits = 64;
184 char nz = 0;
185 static const char tohex [] = "0123456789abcdef";
186
187 // assert (len >= 3 + bits / 4 + 1 + 1);
188 for (int i = bits / 4; --i; )
189 {
190 uint8_t digit = seq >> (bits - 4);
191
192 *buf = tohex [digit];
193 nz |= digit;
194 buf += nz ? 1 : 0;
195 seq <<= 4;
196 }
197
198 // last digit is special - always emit
199 uint8_t digit = seq >> (bits - 4);
200 *buf++ = tohex [digit];
201
202 *buf++ = '>';
203
204 return buf;
205}
206
207char *
208UUID::c_str () const
209{
210 static char buf [MAX_LEN];
211 *append (buf) = 0;
212 return buf;
213}
214
132/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 215/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
133static int 216static bool
134compare_ob_value_lists_one (const object *wants, const object *has) 217compare_ob_value_lists_one (const object *wants, const object *has)
135{ 218{
136 key_value *wants_field;
137
138 /* n-squared behaviour (see get_ob_key_link()), but I'm hoping both 219 /* n-squared behaviour (see kv_get), but I'm hoping both
139 * objects with lists are rare, and lists stay short. If not, use a 220 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 221 * different structure or at least keep the lists sorted...
141 */ 222 */
142 223
143 /* For each field in wants, */ 224 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 225 for (key_value *kv = wants->key_values; kv; kv = kv->next)
145 { 226 if (has->kv_get (kv->key) != kv->value)
146 key_value *has_field; 227 return false;
147
148 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key);
150
151 if (has_field == NULL)
152 {
153 /* No field with that name. */
154 return FALSE;
155 }
156
157 /* Found the matching field. */
158 if (has_field->value != wants_field->value)
159 {
160 /* Values don't match, so this half of the comparison is false. */
161 return FALSE;
162 }
163
164 /* If we get here, we found a match. Now for the next field in wants. */
165 }
166 228
167 /* If we get here, every field in wants has a matching field in has. */ 229 /* If we get here, every field in wants has a matching field in has. */
168 return TRUE; 230 return true;
169} 231}
170 232
171/* Returns TRUE if ob1 has the same key_values as ob2. */ 233/* Returns TRUE if ob1 has the same key_values as ob2. */
172static int 234static bool
173compare_ob_value_lists (const object *ob1, const object *ob2) 235compare_ob_value_lists (const object *ob1, const object *ob2)
174{ 236{
175 /* However, there may be fields in has which aren't partnered in wants, 237 /* However, there may be fields in has which aren't partnered in wants,
176 * so we need to run the comparison *twice*. :( 238 * so we need to run the comparison *twice*. :(
177 */ 239 */
178 return compare_ob_value_lists_one (ob1, ob2) && compare_ob_value_lists_one (ob2, ob1); 240 return compare_ob_value_lists_one (ob1, ob2)
241 && compare_ob_value_lists_one (ob2, ob1);
179} 242}
180 243
181/* Function examines the 2 objects given to it, and returns true if 244/* Function examines the 2 objects given to it, and returns true if
182 * they can be merged together. 245 * they can be merged together.
183 * 246 *
184 * Note that this function appears a lot longer than the macro it 247 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 248 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 249 * reduce this to the same efficiency.
187 * 250 *
188 * Check nrof variable *before* calling CAN_MERGE() 251 * Check nrof variable *before* calling can_merge()
189 * 252 *
190 * Improvements made with merge: Better checking on potion, and also 253 * Improvements made with merge: Better checking on potion, and also
191 * check weight 254 * check weight
192 */ 255 */
193
194bool object::can_merge (object *ob1, object *ob2) 256bool object::can_merge_slow (object *ob1, object *ob2)
195{ 257{
196 /* A couple quicksanity checks */ 258 /* A couple quick sanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 259 if (ob1 == ob2
260 || ob1->type != ob2->type
261 || ob1->value != ob2->value
262 || ob1->name != ob2->name
263 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
198 return 0; 264 return 0;
199 265
200 if (ob1->speed != ob2->speed) 266 /* Do not merge objects if nrof would overflow, assume nrof
267 * is always 0 .. 2**31-1 */
268 if (ob1->nrof > 0x7fffffff - ob2->nrof)
201 return 0; 269 return 0;
202 270
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof).
206 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31)
208 return 0;
209
210 /* If the objects have been identified, set the BEEN_APPLIED flag. 271 /* If the objects have been identified, set the BEEN_APPLIED flag.
211 * This is to the comparison of the flags below will be OK. We 272 * This is to the comparison of the flags below will be OK. We
212 * just can't ignore the been applied or identified flags, as they 273 * just can't ignore the been applied or identified flags, as they
213 * are not equal - just if it has been identified, the been_applied 274 * are not equal - just if it has been identified, the been_applied
214 * flags lose any meaning. 275 * flags lose any meaning.
215 */ 276 */
216 if (QUERY_FLAG (ob1, FLAG_IDENTIFIED)) 277 if (ob1->flag [FLAG_IDENTIFIED])
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 278 ob1->set_flag (FLAG_BEEN_APPLIED);
218 279
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 280 if (ob2->flag [FLAG_IDENTIFIED])
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 281 ob2->set_flag (FLAG_BEEN_APPLIED);
221 282
222 283 if (ob1->arch->archname != ob2->arch->archname
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 284 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 285 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 286 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 287 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) ||
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) ||
238 (ob1->attacktype != ob2->attacktype) || 288 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 289 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 290 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 291 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 292 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 293 || ob1->animation_id != ob2->animation_id
294 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
244 (ob1->client_type != ob2->client_type) || 295 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 296 || ob1->material != ob2->material
246 (ob1->lore != ob2->lore) || 297 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 298 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 299 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 300 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 301 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 302 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 303 || ob1->move_off != ob2->move_off
304 || ob1->move_slow != ob2->move_slow
305 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
306 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
307 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
253 return 0; 308 return 0;
254 309
310 if ((ob1->flag ^ ob2->flag)
311 .reset (FLAG_INV_LOCKED)
312 .reset (FLAG_REMOVED)
313 .any ())
314 return 0;
315
255 /* This is really a spellbook check - really, we should 316 /* This is really a spellbook check - we should in general
256 * check all objects in the inventory. 317 * not merge objects with real inventories, as splitting them
318 * is hard.
257 */ 319 */
258 if (ob1->inv || ob2->inv) 320 if (ob1->inv || ob2->inv)
259 { 321 {
260 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0;
263
264 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 322 if (!(ob1->inv && ob2->inv))
266 return 0; 323 return 0; /* inventories differ in length */
324
325 if (ob1->inv->below || ob2->inv->below)
326 return 0; /* more than one object in inv */
327
328 if (!object::can_merge (ob1->inv, ob2->inv))
329 return 0; /* inventory objects differ */
267 330
268 /* inventory ok - still need to check rest of this object to see 331 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 332 * if it is valid.
270 */ 333 */
271 } 334 }
272 335
273 /* Don't merge objects that are applied. With the new 'body' code, 336 /* Don't merge objects that are applied. With the new 'body' code,
274 * it is possible for most any character to have more than one of 337 * it is possible for most any character to have more than one of
275 * some items equipped, and we don't want those to merge. 338 * some items equipped, and we don't want those to merge.
276 */ 339 */
277 if (QUERY_FLAG (ob1, FLAG_APPLIED) || QUERY_FLAG (ob2, FLAG_APPLIED)) 340 if (ob1->flag [FLAG_APPLIED] || ob2->flag [FLAG_APPLIED])
278 return 0; 341 return 0;
279 342
280 /* Note sure why the following is the case - either the object has to 343 /* Note sure why the following is the case - either the object has to
281 * be animated or have a very low speed. Is this an attempted monster 344 * be animated or have a very low speed. Is this an attempted monster
282 * check? 345 * check?
283 */ 346 */
284 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 347 if (!ob1->flag [FLAG_ANIMATE] && ob1->has_active_speed ())
285 return 0; 348 return 0;
286 349
287 switch (ob1->type) 350 switch (ob1->type)
288 { 351 {
289 case SCROLL: 352 case SCROLL:
290 if (ob1->level != ob2->level) 353 if (ob1->level != ob2->level)
291 return 0; 354 return 0;
292 break; 355 break;
293 } 356 }
294 357
295 if (ob1->key_values != NULL || ob2->key_values != NULL) 358 if (ob1->key_values || ob2->key_values)
296 { 359 {
297 /* At least one of these has key_values. */ 360 /* At least one of these has key_values. */
298 if ((ob1->key_values == NULL) != (ob2->key_values == NULL)) 361 if ((!ob1->key_values) != (!ob2->key_values))
299 /* One has fields, but the other one doesn't. */ 362 return 0; /* One has fields, but the other one doesn't. */
363
364 if (!compare_ob_value_lists (ob1, ob2))
300 return 0; 365 return 0;
301 else if (!compare_ob_value_lists (ob1, ob2))
302 return 0;
303 } 366 }
304 367
305 //TODO: generate an event or call into perl for additional checks
306 if (ob1->self || ob2->self) 368 if (ob1->self || ob2->self)
307 { 369 {
308 ob1->optimise (); 370 ob1->optimise ();
309 ob2->optimise (); 371 ob2->optimise ();
310 372
311 if (ob1->self || ob2->self) 373 if (ob1->self || ob2->self)
374 {
375 int k1 = ob1->self ? HvTOTALKEYS (ob1->self) : 0;
376 int k2 = ob2->self ? HvTOTALKEYS (ob2->self) : 0;
377
378 if (k1 != k2)
312 return 0; 379 return 0;
380
381 if (k1 == 0)
382 return 1;
383
384 if (!cfperl_can_merge (ob1, ob2))
385 return 0;
386 }
313 } 387 }
314 388
315 /* Everything passes, must be OK. */ 389 /* Everything passes, must be OK. */
316 return 1; 390 return 1;
317} 391}
318 392
393// find player who can see this object
394object *
395object::visible_to () const
396{
397 if (client_visible () && !flag [FLAG_REMOVED])
398 {
399 // see if we are in a container of sorts
400 if (env)
401 {
402 // the player inventory itself is always visible
403 if (env->is_player ())
404 return env;
405
406 // else a player could have our env open
407 object *envest = env->outer_env_or_self ();
408
409 // the player itself is always on a map, so we will find him here
410 // even if our inv is in a player.
411 if (envest->is_on_map ())
412 if (object *pl = envest->ms ().player ())
413 if (pl->container_ () == env)
414 return pl;
415 }
416 else
417 {
418 // maybe there is a player standing on the same mapspace
419 // this will catch the case where "this" is a player
420 if (object *pl = ms ().player ())
421 if ((pl->contr->ns && !pl->container_ () && !pl->contr->ns->update_look)
422 || pl->container_ () == this)
423 return pl;
424 }
425 }
426
427 return 0;
428}
429
430// adjust weight per container type ("of holding")
431static sint32
432weight_adjust_for (object *op, sint32 weight)
433{
434 return op->type == CONTAINER
435 ? lerp (weight, 0, 100, 0, 100 - op->stats.Str)
436 : weight;
437}
438
319/* 439/*
440 * adjust_weight(object, weight) adds the specified weight to an object,
441 * and also updates how much the environment(s) is/are carrying.
442 */
443static void
444adjust_weight (object *op, sint32 weight)
445{
446 while (op)
447 {
448 // adjust by actual difference to account for rounding errors
449 // i.e. (w2 - w1) / f != w2 / f - w1 / f and the latter is correct
450 weight = weight_adjust_for (op, op->carrying + weight)
451 - weight_adjust_for (op, op->carrying);
452
453 if (!weight)
454 return;
455
456 op->carrying += weight;
457
458 if (object *pl = op->visible_to ())
459 if (pl != op) // player is handled lazily
460 esrv_update_item (UPD_WEIGHT, pl, op);
461
462 op = op->env;
463 }
464}
465
466/*
320 * sum_weight() is a recursive function which calculates the weight 467 * this is a recursive function which calculates the weight
321 * an object is carrying. It goes through in figures out how much 468 * an object is carrying. It goes through op and figures out how much
322 * containers are carrying, and sums it up. 469 * containers are carrying, and sums it up.
323 */ 470 */
324long 471void
325sum_weight (object *op) 472object::update_weight ()
326{ 473{
327 long sum; 474 sint32 sum = 0;
328 object *inv;
329 475
330 for (sum = 0, inv = op->inv; inv != NULL; inv = inv->below) 476 for (object *op = inv; op; op = op->below)
331 { 477 {
332 if (inv->inv) 478 if (op->inv)
333 sum_weight (inv); 479 op->update_weight ();
334 sum += inv->carrying + inv->weight * (inv->nrof ? inv->nrof : 1); 480
481 sum += op->total_weight ();
482 }
483
484 sum = weight_adjust_for (this, sum);
485
486 if (sum != carrying)
335 } 487 {
336
337 if (op->type == CONTAINER && op->stats.Str)
338 sum = (sum * (100 - op->stats.Str)) / 100;
339
340 if (op->carrying != sum) 488 if (carrying != sum)//D
489 LOG (llevDebug, "updating carrying got %ld, expected %ld (%s)\n",
490 (long long)sum, (long long)carrying, debug_desc ());
491
341 op->carrying = sum; 492 carrying = sum;
342 493
343 return sum; 494 if (object *pl = visible_to ())
495 if (pl != this) // player is handled lazily
496 esrv_update_item (UPD_WEIGHT, pl, this);
497 }
344} 498}
345 499
346/** 500/*
347 * Return the outermost environment object for a given object. 501 * Used by: Server DM commands: dumpbelow, dump. Some error messages.
348 */ 502 */
349
350object *
351object_get_env_recursive (object *op)
352{
353 while (op->env != NULL)
354 op = op->env;
355 return op;
356}
357
358/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array.
377 */
378
379char * 503char *
380dump_object (object *op) 504dump_object (object *op)
381{ 505{
382 if (!op) 506 if (!op)
383 return strdup ("[NULLOBJ]"); 507 return strdup ("[NULLOBJ]");
384 508
385 object_freezer freezer; 509 object_freezer freezer;
386 save_object (freezer, op, 3); 510 op->write (freezer);
387 return freezer.as_string (); 511 return freezer.as_string ();
388} 512}
389 513
390/* 514char *
391 * get_nearest_part(multi-object, object 2) returns the part of the 515object::as_string ()
392 * multi-object 1 which is closest to the second object.
393 * If it's not a multi-object, it is returned.
394 */
395
396object *
397get_nearest_part (object *op, const object *pl)
398{ 516{
399 object *tmp, *closest; 517 return dump_object (this);
400 int last_dist, i;
401
402 if (op->more == NULL)
403 return op;
404 for (last_dist = distance (op, pl), closest = op, tmp = op->more; tmp != NULL; tmp = tmp->more)
405 if ((i = distance (tmp, pl)) < last_dist)
406 closest = tmp, last_dist = i;
407 return closest;
408} 518}
409 519
410/* 520/*
411 * Returns the object which has the count-variable equal to the argument. 521 * Returns the object which has the count-variable equal to the argument.
522 * VERRRY slow.
412 */ 523 */
413
414object * 524object *
415find_object (tag_t i) 525find_object (tag_t i)
416{ 526{
417 for (object *op = object::first; op; op = op->next) 527 for_all_objects (op)
418 if (op->count == i) 528 if (op->count == i)
419 return op; 529 return op;
530
531 return 0;
532}
533
534/*
535 * Returns the object which has the uuid equal to the argument.
536 * MOAR VERRRY slow.
537 */
538
539object *
540find_object_uuid (UUID i)
541{
542 for_all_objects (op)
543 if (op->uuid == i)
544 return op;
420 545
421 return 0; 546 return 0;
422} 547}
423 548
424/* 549/*
425 * Returns the first object which has a name equal to the argument. 550 * Returns the first object which has a name equal to the argument.
426 * Used only by the patch command, but not all that useful. 551 * Used only by the patch command, but not all that useful.
427 * Enables features like "patch <name-of-other-player> food 999" 552 * Enables features like "patch <name-of-other-player> food 999"
428 */ 553 */
429
430object * 554object *
431find_object_name (const char *str) 555find_object_name (const char *str)
432{ 556{
433 shstr_cmp str_ (str); 557 shstr_cmp str_ (str);
434 object *op;
435 558
436 for (op = object::first; op != NULL; op = op->next) 559 if (str_)
560 for_all_objects (op)
437 if (op->name == str_) 561 if (op->name == str_)
438 break; 562 return op;
439 563
440 return op; 564 return 0;
441}
442
443void
444free_all_object_data ()
445{
446 LOG (llevDebug, "%d allocated objects\n", nrofallocobjects);
447} 565}
448 566
449/* 567/*
450 * Sets the owner and sets the skill and exp pointers to owner's current 568 * Sets the owner and sets the skill and exp pointers to owner's current
451 * skill and experience objects. 569 * skill and experience objects.
570 * ACTUALLY NO! investigate! TODO
452 */ 571 */
453void 572void
454object::set_owner (object *owner) 573object::set_owner (object *owner)
455{ 574{
575 // allow objects which own objects
456 if (!owner) 576 if (owner)
457 return;
458
459 /* next line added to allow objects which own objects */
460 /* Add a check for ownercounts in here, as I got into an endless loop
461 * with the fireball owning a poison cloud which then owned the
462 * fireball. I believe that was caused by one of the objects getting
463 * freed and then another object replacing it. Since the ownercounts
464 * didn't match, this check is valid and I believe that cause is valid.
465 */
466 while (owner->owner) 577 while (owner->owner)
467 owner = owner->owner; 578 owner = owner->owner;
579
580 if (flag [FLAG_FREED])
581 {
582 LOG (llevError | logBacktrace, "tried to set owner of %s to %s\n", debug_desc (), owner->debug_desc ());
583 return;
584 }
468 585
469 this->owner = owner; 586 this->owner = owner;
470} 587}
471 588
472/* Zero the key_values on op, decrementing the shared-string 589/* Zero the key_values on op, decrementing the shared-string
473 * refcounts and freeing the links. 590 * refcounts and freeing the links.
474 */ 591 */
475static void 592static void
476free_key_values (object *op) 593free_key_values (object *op)
477{ 594{
478 for (key_value *i = op->key_values; i != 0;) 595 for (key_value *i = op->key_values; i; )
479 { 596 {
480 key_value *next = i->next; 597 key_value *next = i->next;
481 delete i; 598 delete i;
482 599
483 i = next; 600 i = next;
484 } 601 }
485 602
486 op->key_values = 0; 603 op->key_values = 0;
487} 604}
488 605
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 606/*
541 * copy object first frees everything allocated by the second object, 607 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 608 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 609 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 610 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 611 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 612 * will point at garbage.
547 */ 613 */
548void 614void
549copy_object (object *op2, object *op) 615object::copy_to (object *dst)
550{ 616{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 617 dst->remove ();
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 618 *(object_copy *)dst = *this;
553 619 dst->flag [FLAG_REMOVED] = true;
554 op2->clone (op);
555
556 if (is_freed)
557 SET_FLAG (op, FLAG_FREED);
558 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED);
560
561 if (op2->speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0;
563 620
564 /* Copy over key_values, if any. */ 621 /* Copy over key_values, if any. */
565 if (op2->key_values) 622 if (key_values)
566 { 623 {
567 key_value *tail = 0; 624 key_value *tail = 0;
568 key_value *i;
569
570 op->key_values = 0; 625 dst->key_values = 0;
571 626
572 for (i = op2->key_values; i; i = i->next) 627 for (key_value *i = key_values; i; i = i->next)
573 { 628 {
574 key_value *new_link = new key_value; 629 key_value *new_link = new key_value;
575 630
576 new_link->next = 0; 631 new_link->next = 0;
577 new_link->key = i->key; 632 new_link->key = i->key;
578 new_link->value = i->value; 633 new_link->value = i->value;
579 634
580 /* Try and be clever here, too. */ 635 /* Try and be clever here, too. */
581 if (!op->key_values) 636 if (!dst->key_values)
582 { 637 {
583 op->key_values = new_link; 638 dst->key_values = new_link;
584 tail = new_link; 639 tail = new_link;
585 } 640 }
586 else 641 else
587 { 642 {
588 tail->next = new_link; 643 tail->next = new_link;
589 tail = new_link; 644 tail = new_link;
590 } 645 }
591 } 646 }
592 } 647 }
593 648
594 update_ob_speed (op); 649 dst->activate ();
650}
651
652void
653object::instantiate ()
654{
655 if (!uuid.seq) // HACK
656 uuid = UUID::gen ();
657
658 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
659 if (flag [FLAG_RANDOM_SPEED] && speed)
660 speed_left = - speed - rndm (); // TODO animation
661 else
662 speed_left = -1.;
663
664 /* copy the body_info to the body_used - this is only really
665 * need for monsters, but doesn't hurt to do it for everything.
666 * by doing so, when a monster is created, it has good starting
667 * values for the body_used info, so when items are created
668 * for it, they can be properly equipped.
669 */
670 for (int i = NUM_BODY_LOCATIONS; i--; )
671 slot[i].used = slot[i].info;
672
673 attachable::instantiate ();
674}
675
676object *
677object::clone ()
678{
679 object *neu = create ();
680 copy_to (neu);
681
682 // TODO: unclean state changes, should not be done in clone AND instantiate
683 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
684 neu->speed_left = - neu->speed - rndm (); // TODO animation
685
686 neu->map = map; // not copied by copy_to
687 return neu;
595} 688}
596 689
597/* 690/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 691 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 692 * to the closest player being on the other side, this function can
600 * be called to update the face variable, _and_ how it looks on the map. 693 * be called to update the face variable, _and_ how it looks on the map.
601 */ 694 */
602
603void 695void
604update_turn_face (object *op) 696update_turn_face (object *op)
605{ 697{
606 if (!QUERY_FLAG (op, FLAG_IS_TURNABLE) || op->arch == NULL) 698 if (!op->flag [FLAG_IS_TURNABLE] || !op->arch)
607 return; 699 return;
700
608 SET_ANIMATION (op, op->direction); 701 SET_ANIMATION (op, op->direction);
609 update_object (op, UP_OBJ_FACE); 702 update_object (op, UP_OBJ_FACE);
610} 703}
611 704
612/* 705/*
613 * Updates the speed of an object. If the speed changes from 0 to another 706 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 707 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 708 * This function needs to be called whenever the speed of an object changes.
616 */ 709 */
617void 710void
618update_ob_speed (object *op) 711object::set_speed (float speed)
619{ 712{
620 extern int arch_init; 713 this->speed = speed;
621 714
622 /* No reason putting the archetypes objects on the speed list, 715 if (has_active_speed ())
623 * since they never really need to be updated. 716 activate ();
624 */
625
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0;
633#endif
634 }
635
636 if (arch_init)
637 return;
638
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED)
640 {
641 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects)
643 return;
644
645 /* process_events() expects us to insert the object at the beginning
646 * of the list. */
647 op->active_next = active_objects;
648
649 if (op->active_next != NULL)
650 op->active_next->active_prev = op;
651
652 active_objects = op;
653 }
654 else 717 else
655 { 718 deactivate ();
656 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects)
658 return;
659
660 if (op->active_prev == NULL)
661 {
662 active_objects = op->active_next;
663
664 if (op->active_next != NULL)
665 op->active_next->active_prev = NULL;
666 }
667 else
668 {
669 op->active_prev->active_next = op->active_next;
670
671 if (op->active_next)
672 op->active_next->active_prev = op->active_prev;
673 }
674
675 op->active_next = NULL;
676 op->active_prev = NULL;
677 }
678} 719}
679 720
680/* This function removes object 'op' from the list of active
681 * objects.
682 * This should only be used for style maps or other such
683 * reference maps where you don't want an object that isn't
684 * in play chewing up cpu time getting processed.
685 * The reverse of this is to call update_ob_speed, which
686 * will do the right thing based on the speed of the object.
687 */
688void
689remove_from_active_list (object *op)
690{
691 /* If not on the active list, nothing needs to be done */
692 if (!op->active_next && !op->active_prev && op != active_objects)
693 return;
694
695 if (op->active_prev == NULL)
696 {
697 active_objects = op->active_next;
698 if (op->active_next != NULL)
699 op->active_next->active_prev = NULL;
700 }
701 else
702 {
703 op->active_prev->active_next = op->active_next;
704 if (op->active_next)
705 op->active_next->active_prev = op->active_prev;
706 }
707 op->active_next = NULL;
708 op->active_prev = NULL;
709}
710
711/* 721/*
712 * update_object() updates the array which represents the map. 722 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 723 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 724 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 725 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 726 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 727 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 728 * updating that window, though, since update_object() is called _often_)
719 * 729 *
720 * action is a hint of what the caller believes need to be done. 730 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 731 * current action are:
726 * UP_OBJ_INSERT: op was inserted 732 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 733 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 734 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 735 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 736 * UP_OBJ_FACE: only the objects face has changed.
731 */ 737 */
732
733void 738void
734update_object (object *op, int action) 739update_object (object *op, int action)
735{ 740{
736 int update_now = 0, flags; 741 if (!op)
737 MoveType move_on, move_off, move_block, move_slow;
738
739 if (op == NULL)
740 { 742 {
741 /* this should never happen */ 743 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 744 LOG (llevError | logBacktrace, "update_object() called for NULL object.\n");
743 return; 745 return;
744 } 746 }
745 747
746 if (op->env != NULL) 748 if (!op->is_on_map ())
747 { 749 {
748 /* Animation is currently handled by client, so nothing 750 /* Animation is currently handled by client, so nothing
749 * to do in this case. 751 * to do in this case.
750 */ 752 */
751 return; 753 return;
752 } 754 }
753 755
754 /* If the map is saving, don't do anything as everything is
755 * going to get freed anyways.
756 */
757 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return;
759
760 /* make sure the object is within map boundaries */ 756 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 757 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 758 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 759 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 760#ifdef MANY_CORES
765 abort (); 761 abort ();
766#endif 762#endif
767 return; 763 return;
768 } 764 }
769 765
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 766 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 767
768 if (!(m.flags_ & P_UPTODATE))
769 /* nop */;
777 if (action == UP_OBJ_INSERT) 770 else if (action == UP_OBJ_INSERT)
778 { 771 {
772#if 0
773 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 774 if ((op->flag [FLAG_BLOCKSVIEW] && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1; 775 || (op->flag [FLAG_NO_MAGIC] && !(m.flags_ & P_NO_MAGIC))
781 776 || (op->is_player () && !(m.flags_ & P_PLAYER))
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC))
783 update_now = 1;
784
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE)) 777 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
792 update_now = 1; 778 || (op->flag [FLAG_ALIVE] && !(m.flags_ & P_IS_ALIVE))
793 779 || (op->flag [FLAG_DAMNED] && !(m.flags_ & P_NO_CLERIC))
794 if ((move_on | op->move_on) != move_on) 780 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 781 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 782 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 783 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 784 * have move_allow right now.
802 */ 785 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 786 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 787 m.invalidate ();
805 788#else
806 if ((move_slow | op->move_slow) != move_slow) 789 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
807 update_now = 1; 790 m.invalidate ();
791#endif
808 } 792 }
809 /* if the object is being removed, we can't make intelligent 793 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 794 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 795 * that is being removed.
812 */ 796 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 797 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 798 m.invalidate ();
815 else if (action == UP_OBJ_FACE) 799 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 800 /* Nothing to do for that case */ ;
817 else 801 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 802 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 803
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 804 if (op->more)
827 update_object (op->more, action); 805 update_object (op->more, action);
828} 806}
829 807
830object::vector object::mortals;
831object::vector object::objects; // not yet used
832object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844}
845
846object::object () 808object::object ()
847{ 809{
848 SET_FLAG (this, FLAG_REMOVED); 810 this->set_flag (FLAG_REMOVED);
849 811
850 expmul = 1.0; 812 //expmul = 1.0; declared const for the time being
851 face = blank_face; 813 face = blank_face;
814 material = MATERIAL_NULL;
852} 815}
853 816
854object::~object () 817object::~object ()
855{ 818{
819 unlink ();
820
856 free_key_values (this); 821 free_key_values (this);
857} 822}
858 823
859void object::link () 824void object::link ()
860{ 825{
861 count = ++ob_count; 826 assert (!index);//D
862 uuid = gen_uuid (); 827 uuid = UUID::gen ();
863 828
864 prev = 0; 829 refcnt_inc ();
865 next = object::first; 830 objects.insert (this);
866 831
867 if (object::first) 832 ++create_count;
868 object::first->prev = this;
869 833
870 object::first = this;
871} 834}
872 835
873void object::unlink () 836void object::unlink ()
874{ 837{
875 if (this == object::first) 838 if (!index)
876 object::first = next;
877
878 /* Remove this object from the list of used objects */
879 if (prev) prev->next = next;
880 if (next) next->prev = prev;
881
882 prev = 0;
883 next = 0;
884}
885
886object *object::create ()
887{
888 object *op = new object;
889 op->link ();
890 return op;
891}
892
893/*
894 * free_object() frees everything allocated by an object, removes
895 * it from the list of used objects, and puts it on the list of
896 * free objects. The IS_FREED() flag is set in the object.
897 * The object must have been removed by remove_ob() first for
898 * this function to succeed.
899 *
900 * If destroy_inventory is set, free inventory as well. Else drop items in
901 * inventory to the ground.
902 */
903void object::destroy (bool destroy_inventory)
904{
905 if (QUERY_FLAG (this, FLAG_FREED))
906 return; 839 return;
907 840
908 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 841 ++destroy_count;
909 remove_friendly_object (this);
910 842
911 if (!QUERY_FLAG (this, FLAG_REMOVED)) 843 objects.erase (this);
912 remove_ob (this); 844 refcnt_dec ();
845}
913 846
914 SET_FLAG (this, FLAG_FREED); 847void
848object::activate ()
849{
850 /* If already on active list, don't do anything */
851 if (active)
852 return;
915 853
916 if (more) 854 if (has_active_speed ())
917 {
918 more->destroy (destroy_inventory);
919 more = 0;
920 } 855 {
856 if (flag [FLAG_FREED])
857 LOG (llevError | logBacktrace, "BUG: tried to activate freed object %s\n", debug_desc ());//D
921 858
859 actives.insert (this);
860 }
861}
862
863void
864object::activate_recursive ()
865{
866 activate ();
867
868 for (object *op = inv; op; op = op->below)
869 op->activate_recursive ();
870}
871
872/* This function removes object 'op' from the list of active
873 * objects.
874 * This should only be used for style maps or other such
875 * reference maps where you don't want an object that isn't
876 * in play chewing up cpu time getting processed.
877 * The reverse of this is to call update_ob_speed, which
878 * will do the right thing based on the speed of the object.
879 */
880void
881object::deactivate ()
882{
883 /* If not on the active list, nothing needs to be done */
884 if (!active)
885 return;
886
887 actives.erase (this);
888}
889
890void
891object::deactivate_recursive ()
892{
893 for (object *op = inv; op; op = op->below)
894 op->deactivate_recursive ();
895
896 deactivate ();
897}
898
899void
900object::set_flag_inv (int flag, int value)
901{
902 for (object *op = inv; op; op = op->below)
903 {
904 op->flag [flag] = value;
905 op->set_flag_inv (flag, value);
906 }
907}
908
909/*
910 * Remove and free all objects in the inventory of the given object.
911 * object.c ?
912 */
913void
914object::destroy_inv (bool drop_to_ground)
915{
916 // need to check first, because the checks below might segfault
917 // as we might be on an invalid mapspace and crossfire code
918 // is too buggy to ensure that the inventory is empty.
919 // corollary: if you create arrows etc. with stuff in its inventory,
920 // cf will crash below with off-map x and y
922 if (inv) 921 if (!inv)
923 { 922 return;
923
924 /* Only if the space blocks everything do we not process - 924 /* Only if the space blocks everything do we not process -
925 * if some form of movement is allowed, let objects 925 * if some form of movement is allowed, let objects
926 * drop on that space. 926 * drop on that space.
927 */ 927 */
928 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL) 928 if (!drop_to_ground
929 || !map
930 || map->in_memory != MAP_ACTIVE
931 || map->no_drop
932 || ms ().move_block == MOVE_ALL)
933 {
934 while (inv)
935 inv->destroy ();
936 }
937 else
938 { /* Put objects in inventory onto this space */
939 while (inv)
929 { 940 {
930 object *op = inv; 941 object *op = inv;
931 942
932 while (op) 943 if (op->flag [FLAG_STARTEQUIP]
933 { 944 || op->flag [FLAG_NO_DROP]
934 object *tmp = op->below; 945 || op->type == RUNE
935 op->destroy (destroy_inventory); 946 || op->type == TRAP
936 op = tmp; 947 || op->flag [FLAG_IS_A_TEMPLATE]
937 } 948 || op->flag [FLAG_DESTROY_ON_DEATH])
949 op->destroy ();
950 else
951 map->insert (op, x, y);
938 } 952 }
939 else 953 }
940 { /* Put objects in inventory onto this space */ 954}
941 object *op = inv;
942 955
943 while (op) 956/*
944 { 957 * Remove and free all objects in the inventory of the given object.
945 object *tmp = op->below; 958 * Unlike destroy_inv, this assumes the *this is destroyed as well
946 959 * well, so we can (and have to!) take shortcuts.
947 remove_ob (op); 960 */
948 961void
949 if (QUERY_FLAG (op, FLAG_STARTEQUIP) 962object::destroy_inv_fast ()
950 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE)) 963{
951 free_object (op); 964 while (object *op = inv)
952 else
953 {
954 op->x = x;
955 op->y = y;
956 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
957 }
958
959 op = tmp;
960 }
961 }
962 } 965 {
966 // remove from object the fast way
967 op->flag [FLAG_REMOVED] = true;
968 op->env = 0;
969 if ((inv = inv->below))
970 inv->above = 0;
971
972 // then destroy
973 op->destroy ();
974 }
975}
976
977void
978object::freelist_free (int count)
979{
980 while (count-- && freelist)
981 {
982 freelist_item *next = freelist->next;
983 // count is being "destroyed"
984
985 sfree ((char *)freelist, sizeof (object));
986
987 freelist = next;
988 --free_count;
989 }
990}
991
992object *
993object::create ()
994{
995 object *op;
996
997 if (freelist)
998 {
999 freelist_item li = *freelist;
1000 memset (freelist, 0, sizeof (object));
1001
1002 op = new (freelist) object;
1003 op->count = li.count;
1004
1005 freelist = li.next;
1006 --free_count;
1007 }
1008 else
1009 {
1010 void *ni = salloc0<char> (sizeof (object));
1011
1012 op = new(ni) object;
1013
1014 op->count = ++object_count;
1015 }
1016
1017 op->link ();
1018
1019 return op;
1020}
1021
1022void
1023object::do_delete ()
1024{
1025 uint32_t count = this->count;
1026
1027 this->~object ();
1028
1029 freelist_item *li = (freelist_item *)this;
1030 li->next = freelist;
1031 li->count = count;
1032
1033 freelist = li;
1034 ++free_count;
1035}
1036
1037static struct freed_map : maptile
1038{
1039 freed_map ()
1040 : maptile (3, 3)
1041 {
1042 path = "<freed objects map>";
1043 name = "/internal/freed_objects_map";
1044 no_drop = 1;
1045 no_reset = 1;
1046
1047 in_memory = MAP_ACTIVE;
1048 }
1049
1050 ~freed_map ()
1051 {
1052 destroy ();
1053 }
1054} freed_map; // freed objects are moved here to avoid crashes
1055
1056void
1057object::do_destroy ()
1058{
1059 if (flag [FLAG_IS_LINKED])
1060 remove_link ();
1061
1062 if (flag [FLAG_FRIENDLY])
1063 remove_friendly_object (this);
1064
1065 remove ();
1066
1067 attachable::do_destroy ();
1068
1069 deactivate ();
1070 unlink ();
1071
1072 flag [FLAG_FREED] = 1;
963 1073
964 // hack to ensure that freed objects still have a valid map 1074 // hack to ensure that freed objects still have a valid map
965 {
966 static maptile *freed_map; // freed objects are moved here to avoid crashes
967
968 if (!freed_map)
969 {
970 freed_map = new maptile;
971
972 freed_map->name = "/internal/freed_objects_map";
973 freed_map->width = 3;
974 freed_map->height = 3;
975
976 freed_map->allocate ();
977 }
978
979 map = freed_map; 1075 map = &freed_map;
980 x = 1; 1076 x = 1;
981 y = 1; 1077 y = 1;
1078
1079 if (more)
1080 {
1081 more->destroy ();
1082 more = 0;
982 } 1083 }
983 1084
1085 head = 0;
1086
984 // clear those pointers that likely might have circular references to us 1087 // clear those pointers that likely might cause circular references
985 owner = 0; 1088 owner = 0;
986 enemy = 0; 1089 enemy = 0;
987 attacked_by = 0; 1090 attacked_by = 0;
988 1091 current_weapon = 0;
989 // only relevant for players(?), but make sure of it anyways
990 contr = 0;
991
992 /* Remove object from the active list */
993 speed = 0;
994 update_ob_speed (this);
995
996 unlink ();
997
998 mortals.push_back (this);
999} 1092}
1000 1093
1001/*
1002 * sub_weight() recursively (outwards) subtracts a number from the
1003 * weight of an object (and what is carried by it's environment(s)).
1004 */
1005
1006void 1094void
1007sub_weight (object *op, signed long weight) 1095object::destroy ()
1008{ 1096{
1009 while (op != NULL) 1097 if (destroyed ())
1010 { 1098 return;
1011 if (op->type == CONTAINER)
1012 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1013 1099
1014 op->carrying -= weight; 1100 if (!is_head () && !head->destroyed ())
1015 op = op->env;
1016 } 1101 {
1017} 1102 LOG (llevError | logBacktrace, "tried to destroy the tail of an object");
1103 head->destroy ();
1104 return;
1105 }
1018 1106
1019/* remove_ob(op): 1107 destroy_inv_fast ();
1108
1109 if (is_head ())
1110 if (sound_destroy)
1111 play_sound (sound_destroy);
1112 else if (flag [FLAG_MONSTER])
1113 play_sound (sound_find ("monster_destroy")); // quick hack, too lazy to create a generic mechanism
1114
1115 attachable::destroy ();
1116}
1117
1118/* op->remove ():
1020 * This function removes the object op from the linked list of objects 1119 * This function removes the object op from the linked list of objects
1021 * which it is currently tied to. When this function is done, the 1120 * which it is currently tied to. When this function is done, the
1022 * object will have no environment. If the object previously had an 1121 * object will have no environment. If the object previously had an
1023 * environment, the x and y coordinates will be updated to 1122 * environment, the x and y coordinates will be updated to
1024 * the previous environment. 1123 * the previous environment.
1025 * Beware: This function is called from the editor as well!
1026 */ 1124 */
1027
1028void 1125void
1029remove_ob (object *op) 1126object::do_remove ()
1030{ 1127{
1031 object *tmp, *last = 0; 1128 if (flag [FLAG_REMOVED])
1032 object *otmp;
1033
1034 int check_walk_off;
1035 maptile *m;
1036
1037 sint16 x, y;
1038
1039 if (QUERY_FLAG (op, FLAG_REMOVED))
1040 return; 1129 return;
1041 1130
1042 SET_FLAG (op, FLAG_REMOVED); 1131 INVOKE_OBJECT (REMOVE, this);
1043 1132
1044 if (op->more != NULL) 1133 flag [FLAG_REMOVED] = true;
1045 remove_ob (op->more); 1134
1135 if (more)
1136 more->remove ();
1046 1137
1047 /* 1138 /*
1048 * In this case, the object to be removed is in someones 1139 * In this case, the object to be removed is in someones
1049 * inventory. 1140 * inventory.
1050 */ 1141 */
1051 if (op->env != NULL) 1142 if (env)
1052 { 1143 {
1053 if (op->nrof) 1144 flag [FLAG_REMOVED] = false; // hack around the issue of visible_to checking flag_removed
1054 sub_weight (op->env, op->weight * op->nrof); 1145 if (object *pl = visible_to ())
1055 else 1146 esrv_del_item (pl->contr, count);
1056 sub_weight (op->env, op->weight + op->carrying); 1147 flag [FLAG_REMOVED] = true; // hack around the issue of visible_to checking flag_removed
1057 1148
1058 /* NO_FIX_PLAYER is set when a great many changes are being 1149 adjust_weight (env, -total_weight ());
1059 * made to players inventory. If set, avoiding the call
1060 * to save cpu time.
1061 */
1062 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1063 fix_player (otmp);
1064 1150
1065 if (op->above != NULL) 1151 object *pl = in_player ();
1066 op->above->below = op->below;
1067 else
1068 op->env->inv = op->below;
1069
1070 if (op->below != NULL)
1071 op->below->above = op->above;
1072 1152
1073 /* we set up values so that it could be inserted into 1153 /* we set up values so that it could be inserted into
1074 * the map, but we don't actually do that - it is up 1154 * the map, but we don't actually do that - it is up
1075 * to the caller to decide what we want to do. 1155 * to the caller to decide what we want to do.
1076 */ 1156 */
1077 op->x = op->env->x, op->y = op->env->y;
1078 op->map = op->env->map; 1157 map = env->map;
1079 op->above = NULL, op->below = NULL;
1080 op->env = NULL;
1081 }
1082 else if (op->map)
1083 {
1084 x = op->x; 1158 x = env->x;
1085 y = op->y; 1159 y = env->y;
1086 m = get_map_from_coord (op->map, &x, &y);
1087 1160
1088 if (!m) 1161 // make sure cmov optimisation is applicable
1162 *(above ? &above->below : &env->inv) = below;
1163 *(below ? &below->above : &above ) = above; // &above is just a dummy
1164
1165 above = 0;
1166 below = 0;
1167 env = 0;
1168
1169 if (pl && pl->is_player ())
1089 { 1170 {
1090 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n", 1171 if (expect_false (pl->contr->combat_ob == this))
1091 op->map->path, op->x, op->y);
1092 /* in old days, we used to set x and y to 0 and continue.
1093 * it seems if we get into this case, something is probablye
1094 * screwed up and should be fixed.
1095 */ 1172 {
1096 abort (); 1173 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1174 pl->contr->combat_ob = 0;
1175 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1176 }
1177
1178 if (expect_false (pl->contr->ranged_ob == this))
1179 {
1180 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1181 pl->contr->ranged_ob = 0;
1182 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1183 }
1184
1185 pl->contr->queue_stats_update ();
1186
1187 if (expect_false (glow_radius) && pl->is_on_map ())
1188 update_all_los (pl->map, pl->x, pl->y);
1097 } 1189 }
1190 }
1191 else if (map)
1192 {
1193 map->dirty = true;
1194 mapspace &ms = this->ms ();
1098 1195
1099 if (op->map != m) 1196 if (object *pl = ms.player ())
1100 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1101 op->map->path, m->path, op->x, op->y, x, y);
1102
1103 /* Re did the following section of code - it looks like it had
1104 * lots of logic for things we no longer care about
1105 */ 1197 {
1198 if (is_player ())
1199 {
1200 if (!flag [FLAG_WIZPASS])
1201 ms.smell = ++mapspace::smellcount; // remember the smell of the player
1202
1203 // leaving a spot always closes any open container on the ground
1204 if (container && !container->env)
1205 // this causes spurious floorbox updates, but it ensures
1206 // that the CLOSE event is being sent.
1207 close_container ();
1208
1209 --map->players;
1210 map->touch ();
1211 }
1212 else if (pl->container_ () == this)
1213 {
1214 // removing a container should close it
1215 close_container ();
1216 }
1217 else
1218 esrv_del_item (pl->contr, count);
1219 }
1106 1220
1107 /* link the object above us */ 1221 /* link the object above us */
1108 if (op->above) 1222 // re-link, make sure compiler can easily use cmove
1109 op->above->below = op->below; 1223 *(above ? &above->below : &ms.top) = below;
1110 else 1224 *(below ? &below->above : &ms.bot) = above;
1111 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */
1112 1225
1113 /* Relink the object below us, if there is one */ 1226 above = 0;
1114 if (op->below) 1227 below = 0;
1115 op->below->above = op->above; 1228
1116 else 1229 ms.invalidate ();
1230
1231 if (map->in_memory == MAP_SAVING)
1232 return;
1233
1234 int check_walk_off = !flag [FLAG_NO_APPLY];
1235
1236 if (object *pl = ms.player ())
1117 { 1237 {
1118 /* Nothing below, which means we need to relink map object for this space 1238 if (pl->container_ () == this)
1119 * use translated coordinates in case some oddness with map tiling is 1239 /* If a container that the player is currently using somehow gets
1120 * evident 1240 * removed (most likely destroyed), update the player view
1241 * appropriately.
1121 */ 1242 */
1122 if (GET_MAP_OB (m, x, y) != op) 1243 pl->close_container ();
1123 {
1124 char *dump = dump_object (op);
1125 LOG (llevError,
1126 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1127 free (dump);
1128 dump = dump_object (GET_MAP_OB (m, x, y));
1129 LOG (llevError, "%s\n", dump);
1130 free (dump);
1131 }
1132 1244
1133 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1245 //TODO: the floorbox prev/next might need updating
1246 //esrv_del_item (pl->contr, count);
1247 //TODO: update floorbox to preserve ordering
1248 if (pl->contr->ns)
1249 pl->contr->ns->floorbox_update ();
1134 } 1250 }
1135 1251
1136 op->above = 0; 1252 if (check_walk_off)
1137 op->below = 0; 1253 for (object *above, *tmp = ms.bot; tmp; tmp = above)
1138
1139 if (op->map->in_memory == MAP_SAVING)
1140 return;
1141
1142 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY);
1143
1144 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1145 { 1254 {
1255 above = tmp->above;
1256
1146 /* No point updating the players look faces if he is the object 1257 /* No point updating the players look faces if he is the object
1147 * being removed. 1258 * being removed.
1148 */
1149
1150 if (tmp->type == PLAYER && tmp != op)
1151 {
1152 /* If a container that the player is currently using somehow gets
1153 * removed (most likely destroyed), update the player view
1154 * appropriately.
1155 */ 1259 */
1156 if (tmp->container == op)
1157 {
1158 CLEAR_FLAG (op, FLAG_APPLIED);
1159 tmp->container = NULL;
1160 }
1161 1260
1162 tmp->contr->socket.update_look = 1;
1163 }
1164
1165 /* See if player moving off should effect something */ 1261 /* See if object moving off should effect something */
1166 if (check_walk_off
1167 && ((op->move_type & tmp->move_off) 1262 if ((move_type & tmp->move_off)
1168 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1263 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0)
1169 {
1170 move_apply (tmp, op, NULL); 1264 move_apply (tmp, this, 0);
1171
1172 if (op->destroyed ())
1173 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1174 } 1265 }
1175 1266
1176 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1267 if (affects_los ())
1177
1178 if (tmp->above == tmp)
1179 tmp->above = NULL;
1180
1181 last = tmp;
1182 }
1183
1184 /* last == NULL of there are no objects on this space */
1185 if (last == NULL)
1186 {
1187 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1188 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1189 * those out anyways, and if there are any flags set right now, they won't
1190 * be correct anyways.
1191 */
1192 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1193 update_position (op->map, op->x, op->y);
1194 }
1195 else
1196 update_object (last, UP_OBJ_REMOVE);
1197
1198 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0))
1199 update_all_los (op->map, op->x, op->y); 1268 update_all_los (map, x, y);
1200 } 1269 }
1201} 1270}
1202 1271
1203/* 1272/*
1204 * merge_ob(op,top): 1273 * merge_ob(op,top):
1212merge_ob (object *op, object *top) 1281merge_ob (object *op, object *top)
1213{ 1282{
1214 if (!op->nrof) 1283 if (!op->nrof)
1215 return 0; 1284 return 0;
1216 1285
1217 if (top == NULL) 1286 if (!top)
1218 for (top = op; top != NULL && top->above != NULL; top = top->above); 1287 for (top = op; top && top->above; top = top->above)
1288 ;
1219 1289
1220 for (; top != NULL; top = top->below) 1290 for (; top; top = top->below)
1221 { 1291 if (object::can_merge (op, top))
1222 if (top == op)
1223 continue;
1224 if (CAN_MERGE (op, top))
1225 { 1292 {
1226 top->nrof += op->nrof; 1293 top->nrof += op->nrof;
1227 1294
1228/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1295 if (object *pl = top->visible_to ())
1229 op->weight = 0; /* Don't want any adjustements now */ 1296 esrv_update_item (UPD_NROF, pl, top);
1230 remove_ob (op); 1297
1231 free_object (op); 1298 op->weight = 0; // cancel the addition above
1299 op->carrying = 0; // must be 0 already
1300
1301 op->destroy ();
1302
1232 return top; 1303 return top;
1233 } 1304 }
1234 }
1235 1305
1236 return 0; 1306 return 0;
1237} 1307}
1238 1308
1309void
1310object::expand_tail ()
1311{
1312 if (more)
1313 return;
1314
1315 object *prev = this;
1316
1317 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1318 {
1319 object *op = at->instance ();
1320
1321 op->name = name;
1322 op->name_pl = name_pl;
1323 op->title = title;
1324
1325 op->head = this;
1326 prev->more = op;
1327
1328 prev = op;
1329 }
1330}
1331
1239/* 1332/*
1240 * same as insert_ob_in_map except it handle separate coordinates and do a clean 1333 * same as insert_ob_in_map except it handles separate coordinates and does a clean
1241 * job preparing multi-part monsters 1334 * job preparing multi-part monsters.
1242 */ 1335 */
1243object * 1336object *
1244insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y) 1337insert_ob_in_map_at (object *op, maptile *m, object *originator, int flag, int x, int y)
1245{ 1338{
1246 object *tmp; 1339 op->remove ();
1247 1340
1248 if (op->head)
1249 op = op->head;
1250
1251 for (tmp = op; tmp; tmp = tmp->more) 1341 for (object *tmp = op->head_ (); tmp; tmp = tmp->more)
1252 { 1342 {
1253 tmp->x = x + tmp->arch->clone.x; 1343 tmp->x = x + tmp->arch->x;
1254 tmp->y = y + tmp->arch->clone.y; 1344 tmp->y = y + tmp->arch->y;
1255 } 1345 }
1256 1346
1257 return insert_ob_in_map (op, m, originator, flag); 1347 return insert_ob_in_map (op, m, originator, flag);
1258} 1348}
1259 1349
1272 * Passing 0 for flag gives proper default values, so flag really only needs 1362 * Passing 0 for flag gives proper default values, so flag really only needs
1273 * to be set if special handling is needed. 1363 * to be set if special handling is needed.
1274 * 1364 *
1275 * Return value: 1365 * Return value:
1276 * new object if 'op' was merged with other object 1366 * new object if 'op' was merged with other object
1277 * NULL if 'op' was destroyed 1367 * NULL if there was an error (destroyed, blocked etc.)
1278 * just 'op' otherwise 1368 * just 'op' otherwise
1279 */ 1369 */
1280
1281object * 1370object *
1282insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1371insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1283{ 1372{
1284 object *tmp, *top, *floor = NULL; 1373 op->remove ();
1285 sint16 x, y;
1286 1374
1287 if (QUERY_FLAG (op, FLAG_FREED)) 1375 if (m == &freed_map)//D TODO: remove soon
1288 { 1376 {//D
1289 LOG (llevError, "Trying to insert freed object!\n"); 1377 LOG (llevError | logBacktrace, "tries to insret object on freed objects map: %s", op->debug_desc ());//D
1290 return NULL;
1291 } 1378 }//D
1292
1293 if (m == NULL)
1294 {
1295 char *dump = dump_object (op);
1296 LOG (llevError, "Trying to insert in null-map!\n%s\n", dump);
1297 free (dump);
1298 return op;
1299 }
1300
1301 if (out_of_map (m, op->x, op->y))
1302 {
1303 char *dump = dump_object (op);
1304 LOG (llevError, "Trying to insert object outside the map.\n%s\n", dump);
1305#ifdef MANY_CORES
1306 /* Better to catch this here, as otherwise the next use of this object
1307 * is likely to cause a crash. Better to find out where it is getting
1308 * improperly inserted.
1309 */
1310 abort ();
1311#endif
1312 free (dump);
1313 return op;
1314 }
1315
1316 if (!QUERY_FLAG (op, FLAG_REMOVED))
1317 {
1318 char *dump = dump_object (op);
1319 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1320 free (dump);
1321 return op;
1322 }
1323
1324 if (op->more != NULL)
1325 {
1326 /* The part may be on a different map. */
1327
1328 object *more = op->more;
1329
1330 /* We really need the caller to normalize coordinates - if
1331 * we set the map, that doesn't work if the location is within
1332 * a map and this is straddling an edge. So only if coordinate
1333 * is clear wrong do we normalize it.
1334 */
1335 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1336 more->map = get_map_from_coord (m, &more->x, &more->y);
1337 else if (!more->map)
1338 {
1339 /* For backwards compatibility - when not dealing with tiled maps,
1340 * more->map should always point to the parent.
1341 */
1342 more->map = m;
1343 }
1344
1345 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1346 {
1347 if (!op->head)
1348 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1349
1350 return NULL;
1351 }
1352 }
1353
1354 CLEAR_FLAG (op, FLAG_REMOVED);
1355 1379
1356 /* Ideally, the caller figures this out. However, it complicates a lot 1380 /* Ideally, the caller figures this out. However, it complicates a lot
1357 * of areas of callers (eg, anything that uses find_free_spot would now 1381 * of areas of callers (eg, anything that uses find_free_spot would now
1358 * need extra work 1382 * need extra work
1359 */ 1383 */
1360 op->map = get_map_from_coord (m, &op->x, &op->y); 1384 maptile *newmap = m;
1361 x = op->x; 1385 if (!xy_normalise (newmap, op->x, op->y))
1362 y = op->y; 1386 {
1387 op->head_ ()->destroy ();// remove head_ once all tail object destroyers found
1388 return 0;
1389 }
1390
1391 if (object *more = op->more)
1392 if (!insert_ob_in_map (more, m, originator, flag))
1393 return 0;
1394
1395 op->flag [FLAG_REMOVED] = false;
1396 op->env = 0;
1397 op->map = newmap;
1398
1399 mapspace &ms = op->ms ();
1363 1400
1364 /* this has to be done after we translate the coordinates. 1401 /* this has to be done after we translate the coordinates.
1365 */ 1402 */
1366 if (op->nrof && !(flag & INS_NO_MERGE)) 1403 if (op->nrof && !(flag & INS_NO_MERGE))
1367 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1404 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1368 if (CAN_MERGE (op, tmp)) 1405 if (object::can_merge (op, tmp))
1369 { 1406 {
1407 // TODO: we actually want to update tmp, not op,
1408 // but some caller surely breaks when we return tmp
1409 // from here :/
1370 op->nrof += tmp->nrof; 1410 op->nrof += tmp->nrof;
1371 remove_ob (tmp); 1411 tmp->destroy ();
1372 free_object (tmp);
1373 } 1412 }
1374 1413
1375 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1414 op->clr_flag (FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1376 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1415 op->clr_flag (FLAG_INV_LOCKED);
1377 1416
1378 if (!QUERY_FLAG (op, FLAG_ALIVE)) 1417 if (!op->flag [FLAG_ALIVE])
1379 CLEAR_FLAG (op, FLAG_NO_STEAL); 1418 op->clr_flag (FLAG_NO_STEAL);
1380 1419
1381 if (flag & INS_BELOW_ORIGINATOR) 1420 if (flag & INS_BELOW_ORIGINATOR)
1382 { 1421 {
1383 if (originator->map != op->map || originator->x != op->x || originator->y != op->y) 1422 if (originator->map != op->map || originator->x != op->x || originator->y != op->y)
1384 { 1423 {
1385 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n"); 1424 LOG (llevError, "insert_ob_in_map called with INS_BELOW_ORIGINATOR when originator not on same space!\n");
1386 abort (); 1425 abort ();
1387 } 1426 }
1388 1427
1428 if (!originator->is_on_map ())
1429 {
1430 LOG (llevError, "insert_ob_in_map(%s) called with INS_BELOW_ORIGINATOR when originator '%s' not on map",
1431 op->debug_desc (), originator->debug_desc ());
1432 abort ();
1433 }
1434
1389 op->above = originator; 1435 op->above = originator;
1390 op->below = originator->below; 1436 op->below = originator->below;
1391
1392 if (op->below)
1393 op->below->above = op;
1394 else
1395 SET_MAP_OB (op->map, op->x, op->y, op);
1396
1397 /* since *below* originator, no need to update top */
1398 originator->below = op; 1437 originator->below = op;
1438
1439 *(op->below ? &op->below->above : &ms.bot) = op;
1399 } 1440 }
1400 else 1441 else
1401 { 1442 {
1443 object *floor = 0;
1444 object *top = ms.top;
1445
1402 /* If there are other objects, then */ 1446 /* If there are other objects, then */
1403 if ((!(flag & INS_MAP_LOAD)) && ((top = GET_MAP_OB (op->map, op->x, op->y)) != NULL)) 1447 if (top)
1404 { 1448 {
1405 object *last = NULL;
1406
1407 /* 1449 /*
1408 * If there are multiple objects on this space, we do some trickier handling. 1450 * If there are multiple objects on this space, we do some trickier handling.
1409 * We've already dealt with merging if appropriate. 1451 * We've already dealt with merging if appropriate.
1410 * Generally, we want to put the new object on top. But if 1452 * Generally, we want to put the new object on top. But if
1411 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last 1453 * flag contains INS_ABOVE_FLOOR_ONLY, once we find the last
1414 * once we get to them. This reduces the need to traverse over all of 1456 * once we get to them. This reduces the need to traverse over all of
1415 * them when adding another one - this saves quite a bit of cpu time 1457 * them when adding another one - this saves quite a bit of cpu time
1416 * when lots of spells are cast in one area. Currently, it is presumed 1458 * when lots of spells are cast in one area. Currently, it is presumed
1417 * that flying non pickable objects are spell objects. 1459 * that flying non pickable objects are spell objects.
1418 */ 1460 */
1419 1461 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
1420 while (top != NULL)
1421 { 1462 {
1422 if (QUERY_FLAG (top, FLAG_IS_FLOOR) || QUERY_FLAG (top, FLAG_OVERLAY_FLOOR)) 1463 if (tmp->flag [FLAG_IS_FLOOR] || tmp->flag [FLAG_OVERLAY_FLOOR])
1423 floor = top; 1464 floor = tmp;
1424 1465
1425 if (QUERY_FLAG (top, FLAG_NO_PICK) && (top->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !QUERY_FLAG (top, FLAG_IS_FLOOR)) 1466 if (tmp->flag [FLAG_NO_PICK] && (tmp->move_type & (MOVE_FLY_LOW | MOVE_FLY_HIGH)) && !tmp->flag [FLAG_IS_FLOOR])
1426 { 1467 {
1427 /* We insert above top, so we want this object below this */ 1468 /* We insert above top, so we want this object below this */
1428 top = top->below; 1469 top = tmp->below;
1429 break; 1470 break;
1430 } 1471 }
1431 1472
1432 last = top;
1433 top = top->above; 1473 top = tmp;
1434 } 1474 }
1435
1436 /* Don't want top to be NULL, so set it to the last valid object */
1437 top = last;
1438 1475
1439 /* We let update_position deal with figuring out what the space 1476 /* We let update_position deal with figuring out what the space
1440 * looks like instead of lots of conditions here. 1477 * looks like instead of lots of conditions here.
1441 * makes things faster, and effectively the same result. 1478 * makes things faster, and effectively the same result.
1442 */ 1479 */
1443 1480
1444 /* Have object 'fall below' other objects that block view. 1481 /* Have object 'fall below' other objects that block view.
1445 * Unless those objects are exits, type 66 1482 * Unless those objects are exits.
1446 * If INS_ON_TOP is used, don't do this processing 1483 * If INS_ON_TOP is used, don't do this processing
1447 * Need to find the object that in fact blocks view, otherwise 1484 * Need to find the object that in fact blocks view, otherwise
1448 * stacking is a bit odd. 1485 * stacking is a bit odd.
1449 */ 1486 */
1450 if (!(flag & INS_ON_TOP) && 1487 if (!(flag & INS_ON_TOP)
1451 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1488 && ms.flags () & P_BLOCKSVIEW
1489 && (op->face && !faces [op->face].visibility))
1452 { 1490 {
1491 object *last;
1492
1453 for (last = top; last != floor; last = last->below) 1493 for (last = top; last != floor; last = last->below)
1454 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1494 if (last->flag [FLAG_BLOCKSVIEW] && (last->type != EXIT))
1455 break; 1495 break;
1496
1456 /* Check to see if we found the object that blocks view, 1497 /* Check to see if we found the object that blocks view,
1457 * and make sure we have a below pointer for it so that 1498 * and make sure we have a below pointer for it so that
1458 * we can get inserted below this one, which requires we 1499 * we can get inserted below this one, which requires we
1459 * set top to the object below us. 1500 * set top to the object below us.
1460 */ 1501 */
1461 if (last && last->below && last != floor) 1502 if (last && last->below && last != floor)
1462 top = last->below; 1503 top = last->below;
1463 } 1504 }
1464 } /* If objects on this space */ 1505 } /* If objects on this space */
1465 1506
1466 if (flag & INS_MAP_LOAD)
1467 top = GET_MAP_TOP (op->map, op->x, op->y);
1468
1469 if (flag & INS_ABOVE_FLOOR_ONLY) 1507 if (flag & INS_ABOVE_FLOOR_ONLY)
1470 top = floor; 1508 top = floor;
1471 1509
1472 /* Top is the object that our object (op) is going to get inserted above. 1510 // insert object above top, or bottom-most if top = 0
1473 */
1474
1475 /* First object on this space */
1476 if (!top) 1511 if (!top)
1477 { 1512 {
1478 op->above = GET_MAP_OB (op->map, op->x, op->y);
1479
1480 if (op->above)
1481 op->above->below = op;
1482
1483 op->below = NULL; 1513 op->below = 0;
1484 SET_MAP_OB (op->map, op->x, op->y, op); 1514 op->above = ms.bot;
1515 ms.bot = op;
1516
1517 *(op->above ? &op->above->below : &ms.top) = op;
1485 } 1518 }
1486 else 1519 else
1487 { /* get inserted into the stack above top */ 1520 {
1488 op->above = top->above; 1521 op->above = top->above;
1489
1490 if (op->above)
1491 op->above->below = op; 1522 top->above = op;
1492 1523
1493 op->below = top; 1524 op->below = top;
1494 top->above = op; 1525 *(op->above ? &op->above->below : &ms.top) = op;
1495 } 1526 }
1527 }
1496 1528
1497 if (op->above == NULL) 1529 if (op->is_player ())
1498 SET_MAP_TOP (op->map, op->x, op->y, op); 1530 {
1499 } /* else not INS_BELOW_ORIGINATOR */
1500
1501 if (op->type == PLAYER)
1502 op->contr->do_los = 1; 1531 op->contr->do_los = 1;
1532 ++op->map->players;
1533 op->map->touch ();
1534 }
1503 1535
1504 /* If we have a floor, we know the player, if any, will be above 1536 op->map->dirty = true;
1505 * it, so save a few ticks and start from there. 1537
1506 */ 1538 if (object *pl = ms.player ())
1507 if (!(flag & INS_MAP_LOAD)) 1539 //TODO: the floorbox prev/next might need updating
1508 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1540 //esrv_send_item (pl, op);
1509 if (tmp->type == PLAYER) 1541 //TODO: update floorbox to preserve ordering
1510 tmp->contr->socket.update_look = 1; 1542 if (pl->contr->ns)
1543 pl->contr->ns->floorbox_update ();
1511 1544
1512 /* If this object glows, it may affect lighting conditions that are 1545 /* If this object glows, it may affect lighting conditions that are
1513 * visible to others on this map. But update_all_los is really 1546 * visible to others on this map. But update_all_los is really
1514 * an inefficient way to do this, as it means los for all players 1547 * an inefficient way to do this, as it means los for all players
1515 * on the map will get recalculated. The players could very well 1548 * on the map will get recalculated. The players could very well
1516 * be far away from this change and not affected in any way - 1549 * be far away from this change and not affected in any way -
1517 * this should get redone to only look for players within range, 1550 * this should get redone to only look for players within range,
1518 * or just updating the P_NEED_UPDATE for spaces within this area 1551 * or just updating the P_UPTODATE for spaces within this area
1519 * of effect may be sufficient. 1552 * of effect may be sufficient.
1520 */ 1553 */
1521 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1554 if (op->affects_los ())
1555 {
1556 op->ms ().invalidate ();
1522 update_all_los (op->map, op->x, op->y); 1557 update_all_los (op->map, op->x, op->y);
1558 }
1523 1559
1524 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1560 /* updates flags (blocked, alive, no magic, etc) for this map space */
1525 update_object (op, UP_OBJ_INSERT); 1561 update_object (op, UP_OBJ_INSERT);
1526 1562
1563 INVOKE_OBJECT (INSERT, op);
1564
1527 /* Don't know if moving this to the end will break anything. However, 1565 /* Don't know if moving this to the end will break anything. However,
1528 * we want to have update_look set above before calling this. 1566 * we want to have floorbox_update called before calling this.
1529 * 1567 *
1530 * check_move_on() must be after this because code called from 1568 * check_move_on() must be after this because code called from
1531 * check_move_on() depends on correct map flags (so functions like 1569 * check_move_on() depends on correct map flags (so functions like
1532 * blocked() and wall() work properly), and these flags are updated by 1570 * blocked() and wall() work properly), and these flags are updated by
1533 * update_object(). 1571 * update_object().
1534 */ 1572 */
1535 1573
1536 /* if this is not the head or flag has been passed, don't check walk on status */ 1574 /* if this is not the head or flag has been passed, don't check walk on status */
1537 if (!(flag & INS_NO_WALK_ON) && !op->head) 1575 if (!(flag & INS_NO_WALK_ON) && op->is_head ())
1538 { 1576 {
1539 if (check_move_on (op, originator)) 1577 if (check_move_on (op, originator, flag))
1540 return NULL; 1578 return 0;
1541 1579
1542 /* If we are a multi part object, lets work our way through the check 1580 /* If we are a multi part object, let's work our way through the check
1543 * walk on's. 1581 * walk on's.
1544 */ 1582 */
1545 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1583 for (object *tmp = op->more; tmp; tmp = tmp->more)
1546 if (check_move_on (tmp, originator)) 1584 if (check_move_on (tmp, originator, flag))
1547 return NULL; 1585 return 0;
1548 } 1586 }
1549 1587
1550 return op; 1588 return op;
1551} 1589}
1552 1590
1553/* this function inserts an object in the map, but if it 1591/* this function inserts an object in the map, but if it
1554 * finds an object of its own type, it'll remove that one first. 1592 * finds an object of its own type, it'll remove that one first.
1555 * op is the object to insert it under: supplies x and the map. 1593 * op is the object to insert it under: supplies x and the map.
1556 */ 1594 */
1557void 1595void
1558replace_insert_ob_in_map (const char *arch_string, object *op) 1596replace_insert_ob_in_map (shstr_tmp archname, object *op)
1559{ 1597{
1560 object *
1561 tmp;
1562 object *
1563 tmp1;
1564
1565 /* first search for itself and remove any old instances */ 1598 /* first search for itself and remove any old instances */
1566 1599
1567 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1600 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1568 {
1569 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1601 if (tmp->arch->archname == archname) /* same archetype */
1570 { 1602 tmp->destroy ();
1571 remove_ob (tmp);
1572 free_object (tmp);
1573 }
1574 }
1575 1603
1576 tmp1 = arch_to_object (archetype::find (arch_string)); 1604 object *tmp = archetype::find (archname)->instance ();
1577 1605
1578 tmp1->x = op->x; 1606 tmp->x = op->x;
1579 tmp1->y = op->y; 1607 tmp->y = op->y;
1608
1580 insert_ob_in_map (tmp1, op->map, op, 0); 1609 insert_ob_in_map (tmp, op->map, op, 0);
1581} 1610}
1582
1583/*
1584 * get_split_ob(ob,nr) splits up ob into two parts. The part which
1585 * is returned contains nr objects, and the remaining parts contains
1586 * the rest (or is removed and freed if that number is 0).
1587 * On failure, NULL is returned, and the reason put into the
1588 * global static errmsg array.
1589 */
1590 1611
1591object * 1612object *
1592get_split_ob (object *orig_ob, uint32 nr) 1613object::insert_at (object *where, object *originator, int flags)
1593{ 1614{
1594 object * 1615 if (where->env)
1595 newob; 1616 return where->env->insert (this);
1596 int 1617 else
1597 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1618 return where->map->insert (this, where->x, where->y, originator, flags);
1598
1599 if (orig_ob->nrof < nr)
1600 {
1601 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1602 return NULL;
1603 }
1604
1605 newob = object_create_clone (orig_ob);
1606
1607 if ((orig_ob->nrof -= nr) < 1)
1608 {
1609 if (!is_removed)
1610 remove_ob (orig_ob);
1611 free_object2 (orig_ob, 1);
1612 }
1613 else if (!is_removed)
1614 {
1615 if (orig_ob->env != NULL)
1616 sub_weight (orig_ob->env, orig_ob->weight * nr);
1617 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1618 {
1619 strcpy (errmsg, "Tried to split object whose map is not in memory.");
1620 LOG (llevDebug, "Error, Tried to split object whose map is not in memory.\n");
1621 return NULL;
1622 }
1623 }
1624
1625 newob->nrof = nr;
1626
1627 return newob;
1628} 1619}
1629 1620
1621// check whether we can put this into the map, respect max_volume, max_items
1622bool
1623object::can_drop_at (maptile *m, int x, int y, object *originator)
1624{
1625 mapspace &ms = m->at (x, y);
1626
1627 int items = ms.items ();
1628
1629 if (!items // testing !items ensures we can drop at least one item
1630 || (items < m->max_items
1631 && ms.volume () < m->max_volume))
1632 return true;
1633
1634 if (originator && originator->is_player ())
1635 originator->contr->failmsgf (
1636 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1637 query_name ()
1638 );
1639
1640 return false;
1641}
1642
1630/* 1643/*
1631 * decrease_ob_nr(object, number) decreases a specified number from 1644 * decrease(object, number) decreases a specified number from
1632 * the amount of an object. If the amount reaches 0, the object 1645 * the amount of an object. If the amount reaches 0, the object
1633 * is subsequently removed and freed. 1646 * is subsequently removed and freed.
1634 * 1647 *
1635 * Return value: 'op' if something is left, NULL if the amount reached 0 1648 * Return value: 'op' if something is left, NULL if the amount reached 0
1636 */ 1649 */
1650bool
1651object::decrease (sint32 nr)
1652{
1653 if (!nr)
1654 return true;
1637 1655
1656 nr = min (nr, nrof);
1657
1658 if (nrof > nr)
1659 {
1660 nrof -= nr;
1661 adjust_weight (env, -weight * max (1, nr)); // carrying == 0
1662
1663 if (object *pl = visible_to ())
1664 esrv_update_item (UPD_NROF, pl, this);
1665
1666 return true;
1667 }
1668 else
1669 {
1670 destroy ();
1671 return false;
1672 }
1673}
1674
1675/*
1676 * split(ob,nr) splits up ob into two parts. The part which
1677 * is returned contains nr objects, and the remaining parts contains
1678 * the rest (or is removed and returned if that number is 0).
1679 * On failure, NULL is returned.
1680 */
1638object * 1681object *
1639decrease_ob_nr (object *op, uint32 i) 1682object::split (sint32 nr)
1640{ 1683{
1641 object *tmp; 1684 int have = number_of ();
1642 player *pl;
1643 1685
1644 if (i == 0) /* objects with op->nrof require this check */ 1686 if (have < nr)
1645 return op; 1687 return 0;
1646 1688 else if (have == nr)
1647 if (i > op->nrof)
1648 i = op->nrof;
1649
1650 if (QUERY_FLAG (op, FLAG_REMOVED))
1651 op->nrof -= i;
1652 else if (op->env != NULL)
1653 { 1689 {
1654 /* is this object in the players inventory, or sub container
1655 * therein?
1656 */
1657 tmp = is_player_inv (op->env);
1658 /* nope. Is this a container the player has opened?
1659 * If so, set tmp to that player.
1660 * IMO, searching through all the players will mostly
1661 * likely be quicker than following op->env to the map,
1662 * and then searching the map for a player.
1663 */
1664 if (!tmp)
1665 {
1666 for (pl = first_player; pl; pl = pl->next)
1667 if (pl->ob->container == op->env)
1668 break;
1669 if (pl)
1670 tmp = pl->ob;
1671 else
1672 tmp = NULL;
1673 }
1674
1675 if (i < op->nrof)
1676 {
1677 sub_weight (op->env, op->weight * i);
1678 op->nrof -= i;
1679 if (tmp)
1680 {
1681 esrv_send_item (tmp, op);
1682 }
1683 }
1684 else
1685 {
1686 remove_ob (op); 1690 remove ();
1687 op->nrof = 0; 1691 return this;
1688 if (tmp)
1689 {
1690 esrv_del_item (tmp->contr, op->count);
1691 }
1692 }
1693 } 1692 }
1694 else 1693 else
1695 { 1694 {
1696 object *above = op->above; 1695 decrease (nr);
1697 1696
1698 if (i < op->nrof) 1697 object *op = deep_clone ();
1699 op->nrof -= i; 1698 op->nrof = nr;
1700 else
1701 {
1702 remove_ob (op);
1703 op->nrof = 0;
1704 }
1705
1706 /* Since we just removed op, op->above is null */
1707 for (tmp = above; tmp != NULL; tmp = tmp->above)
1708 if (tmp->type == PLAYER)
1709 {
1710 if (op->nrof)
1711 esrv_send_item (tmp, op);
1712 else
1713 esrv_del_item (tmp->contr, op->count);
1714 }
1715 }
1716
1717 if (op->nrof)
1718 return op; 1699 return op;
1719 else
1720 { 1700 }
1721 free_object (op);
1722 return NULL;
1723 }
1724} 1701}
1725
1726/*
1727 * add_weight(object, weight) adds the specified weight to an object,
1728 * and also updates how much the environment(s) is/are carrying.
1729 */
1730
1731void
1732add_weight (object *op, signed long weight)
1733{
1734 while (op != NULL)
1735 {
1736 if (op->type == CONTAINER)
1737 weight = (signed long) (weight * (100 - op->stats.Str) / 100);
1738
1739 op->carrying += weight;
1740 op = op->env;
1741 }
1742}
1743
1744/*
1745 * insert_ob_in_ob(op,environment):
1746 * This function inserts the object op in the linked list
1747 * inside the object environment.
1748 *
1749 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1750 * the inventory at the last position or next to other objects of the same
1751 * type.
1752 * Frank: Now sorted by type, archetype and magic!
1753 *
1754 * The function returns now pointer to inserted item, and return value can
1755 * be != op, if items are merged. -Tero
1756 */
1757 1702
1758object * 1703object *
1759insert_ob_in_ob (object *op, object *where) 1704insert_ob_in_ob (object *op, object *where)
1760{ 1705{
1761 object * 1706 if (!where)
1762 tmp, *
1763 otmp;
1764
1765 if (!QUERY_FLAG (op, FLAG_REMOVED))
1766 {
1767 char *dump = dump_object (op);
1768 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1769 free (dump);
1770 return op;
1771 }
1772
1773 if (where == NULL)
1774 { 1707 {
1775 char *dump = dump_object (op); 1708 char *dump = dump_object (op);
1776 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1709 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1777 free (dump); 1710 free (dump);
1778 return op; 1711 return op;
1779 } 1712 }
1780 1713
1781 if (where->head) 1714 if (where->head_ () != where)
1782 { 1715 {
1783 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1716 LOG (llevError | logBacktrace, "Warning: Tried to insert object into wrong part of multipart object.\n");
1784 where = where->head; 1717 where = where->head;
1785 } 1718 }
1786 1719
1720 return where->insert (op);
1721}
1722
1723/*
1724 * env->insert (op)
1725 * This function inserts the object op in the linked list
1726 * inside the object environment.
1727 *
1728 * The function returns now pointer to inserted item, and return value can
1729 * be != op, if items are merged. -Tero
1730 */
1731object *
1732object::insert (object *op)
1733{
1787 if (op->more) 1734 if (op->more)
1788 { 1735 {
1789 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1736 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1790 return op; 1737 return op;
1791 } 1738 }
1792 1739
1793 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1740 op->remove ();
1794 CLEAR_FLAG (op, FLAG_REMOVED); 1741
1742 op->flag [FLAG_OBJ_ORIGINAL] = 0;
1743
1795 if (op->nrof) 1744 if (op->nrof)
1796 {
1797 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1745 for (object *tmp = inv; tmp; tmp = tmp->below)
1798 if (CAN_MERGE (tmp, op)) 1746 if (object::can_merge (tmp, op))
1799 { 1747 {
1800 /* return the original object and remove inserted object 1748 /* return the original object and remove inserted object
1801 (client needs the original object) */ 1749 (client needs the original object) */
1802 tmp->nrof += op->nrof; 1750 tmp->nrof += op->nrof;
1803 /* Weight handling gets pretty funky. Since we are adding to 1751
1804 * tmp->nrof, we need to increase the weight. 1752 if (object *pl = tmp->visible_to ())
1805 */ 1753 esrv_update_item (UPD_NROF, pl, tmp);
1806 add_weight (where, op->weight * op->nrof); 1754
1807 SET_FLAG (op, FLAG_REMOVED); 1755 adjust_weight (this, op->total_weight ());
1808 free_object (op); /* free the inserted object */ 1756
1757 op->destroy ();
1809 op = tmp; 1758 op = tmp;
1810 remove_ob (op); /* and fix old object's links */ 1759 goto inserted;
1811 CLEAR_FLAG (op, FLAG_REMOVED);
1812 break;
1813 } 1760 }
1814 1761
1815 /* I assume combined objects have no inventory 1762 op->owner = 0; // it's his/hers now. period.
1816 * We add the weight - this object could have just been removed
1817 * (if it was possible to merge). calling remove_ob will subtract
1818 * the weight, so we need to add it in again, since we actually do
1819 * the linking below
1820 */
1821 add_weight (where, op->weight * op->nrof);
1822 }
1823 else
1824 add_weight (where, (op->weight + op->carrying));
1825
1826 otmp = is_player_inv (where);
1827 if (otmp && otmp->contr != NULL)
1828 {
1829 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1830 fix_player (otmp);
1831 }
1832
1833 op->map = NULL; 1763 op->map = 0;
1834 op->env = where; 1764 op->x = 0;
1765 op->y = 0;
1766
1835 op->above = NULL; 1767 op->above = 0;
1836 op->below = NULL; 1768 op->below = inv;
1837 op->x = 0, op->y = 0; 1769 op->env = this;
1838 1770
1771 if (inv)
1772 inv->above = op;
1773
1774 inv = op;
1775
1776 op->flag [FLAG_REMOVED] = 0;
1777
1778 if (object *pl = op->visible_to ())
1779 esrv_send_item (pl, op);
1780
1781 adjust_weight (this, op->total_weight ());
1782
1783inserted:
1839 /* reset the light list and los of the players on the map */ 1784 /* reset the light list and los of the players on the map */
1840 if ((op->glow_radius != 0) && where->map) 1785 if (op->glow_radius && is_on_map ())
1841 {
1842#ifdef DEBUG_LIGHTS
1843 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1844#endif /* DEBUG_LIGHTS */
1845 if (MAP_DARKNESS (where->map))
1846 update_all_los (where->map, where->x, where->y);
1847 } 1786 {
1848 1787 update_stats ();
1849 /* Client has no idea of ordering so lets not bother ordering it here. 1788 update_all_los (map, x, y);
1850 * It sure simplifies this function...
1851 */
1852 if (where->inv == NULL)
1853 where->inv = op;
1854 else
1855 { 1789 }
1856 op->below = where->inv; 1790 else if (is_player ())
1857 op->below->above = op; 1791 // if this is a player's inventory, update stats
1858 where->inv = op; 1792 contr->queue_stats_update ();
1859 } 1793
1794 INVOKE_OBJECT (INSERT, this);
1795
1860 return op; 1796 return op;
1861} 1797}
1862 1798
1863/* 1799/*
1864 * Checks if any objects has a move_type that matches objects 1800 * Checks if any objects has a move_type that matches objects
1878 * 1814 *
1879 * MSW 2001-07-08: Check all objects on space, not just those below 1815 * MSW 2001-07-08: Check all objects on space, not just those below
1880 * object being inserted. insert_ob_in_map may not put new objects 1816 * object being inserted. insert_ob_in_map may not put new objects
1881 * on top. 1817 * on top.
1882 */ 1818 */
1883
1884int 1819int
1885check_move_on (object *op, object *originator) 1820check_move_on (object *op, object *originator, int flags)
1886{ 1821{
1822 if (op->flag [FLAG_NO_APPLY])
1823 return 0;
1824
1887 object *tmp; 1825 object *tmp;
1888 maptile *m = op->map; 1826 maptile *m = op->map;
1889 int x = op->x, y = op->y; 1827 int x = op->x, y = op->y;
1890 1828
1891 MoveType move_on, move_slow, move_block; 1829 mapspace &ms = m->at (x, y);
1892 1830
1893 if (QUERY_FLAG (op, FLAG_NO_APPLY)) 1831 ms.update ();
1894 return 0;
1895 1832
1896 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y); 1833 MoveType move_on = ms.move_on;
1897 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y); 1834 MoveType move_slow = ms.move_slow;
1898 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y); 1835 MoveType move_block = ms.move_block;
1899 1836
1900 /* if nothing on this space will slow op down or be applied, 1837 /* if nothing on this space will slow op down or be applied,
1901 * no need to do checking below. have to make sure move_type 1838 * no need to do checking below. have to make sure move_type
1902 * is set, as lots of objects don't have it set - we treat that 1839 * is set, as lots of objects don't have it set - we treat that
1903 * as walking. 1840 * as walking.
1914 return 0; 1851 return 0;
1915 1852
1916 /* The objects have to be checked from top to bottom. 1853 /* The objects have to be checked from top to bottom.
1917 * Hence, we first go to the top: 1854 * Hence, we first go to the top:
1918 */ 1855 */
1919 1856 for (object *next, *tmp = ms.top; tmp; tmp = next)
1920 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above)
1921 {
1922 /* Trim the search when we find the first other spell effect
1923 * this helps performance so that if a space has 50 spell objects,
1924 * we don't need to check all of them.
1925 */
1926 if ((tmp->move_type & MOVE_FLY_LOW) && QUERY_FLAG (tmp, FLAG_NO_PICK))
1927 break;
1928 } 1857 {
1858 next = tmp->below;
1929 1859
1930 for (; tmp; tmp = tmp->below)
1931 {
1932 if (tmp == op) 1860 if (tmp == op)
1933 continue; /* Can't apply yourself */ 1861 continue; /* Can't apply yourself */
1934 1862
1935 /* Check to see if one of the movement types should be slowed down. 1863 /* Check to see if one of the movement types should be slowed down.
1936 * Second check makes sure that the movement types not being slowed 1864 * Second check makes sure that the movement types not being slowed
1937 * (~slow_move) is not blocked on this space - just because the 1865 * (~slow_move) is not blocked on this space - just because the
1938 * space doesn't slow down swimming (for example), if you can't actually 1866 * space doesn't slow down swimming (for example), if you can't actually
1939 * swim on that space, can't use it to avoid the penalty. 1867 * swim on that space, can't use it to avoid the penalty.
1940 */ 1868 */
1941 if (!QUERY_FLAG (op, FLAG_WIZPASS)) 1869 if (!op->flag [FLAG_WIZPASS])
1942 { 1870 {
1943 if ((!op->move_type && tmp->move_slow & MOVE_WALK) || 1871 if ((!op->move_type && tmp->move_slow & MOVE_WALK) ||
1944 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0)) 1872 ((op->move_type & tmp->move_slow) && (op->move_type & ~tmp->move_slow & ~tmp->move_block) == 0))
1945 { 1873 {
1946
1947 float
1948 diff = tmp->move_slow_penalty * FABS (op->speed); 1874 float diff = tmp->move_slow_penalty * fabs (op->speed);
1949 1875
1950 if (op->type == PLAYER) 1876 if (op->is_player ())
1951 if ((QUERY_FLAG (tmp, FLAG_IS_HILLY) && find_skill_by_number (op, SK_CLIMBING)) || 1877 if ((tmp->flag [FLAG_IS_HILLY ] && find_skill_by_number (op, SK_CLIMBING)) ||
1952 (QUERY_FLAG (tmp, FLAG_IS_WOODED) && find_skill_by_number (op, SK_WOODSMAN))) 1878 (tmp->flag [FLAG_IS_WOODED] && find_skill_by_number (op, SK_WOODSMAN)))
1953 diff /= 4.0; 1879 diff /= 4.0;
1954 1880
1955 op->speed_left -= diff; 1881 op->speed_left -= diff;
1956 } 1882 }
1957 } 1883 }
1958 1884
1959 /* Basically same logic as above, except now for actual apply. */ 1885 /* Basically same logic as above, except now for actual apply. */
1960 if ((!op->move_type && tmp->move_on & MOVE_WALK) || 1886 if ((!op->move_type && tmp->move_on & MOVE_WALK) ||
1961 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0)) 1887 ((op->move_type & tmp->move_on) && (op->move_type & ~tmp->move_on & ~tmp->move_block) == 0))
1962 { 1888 {
1889 if ((flags & INS_NO_AUTO_EXIT)
1890 && (tmp->type == EXIT || tmp->type == TELEPORTER
1891 || tmp->type == HOLE || tmp->type == TRAPDOOR)) //TODO: temporary, fix exits instead
1892 continue;
1893
1963 move_apply (tmp, op, originator); 1894 move_apply (tmp, op, originator);
1964 1895
1965 if (op->destroyed ()) 1896 if (op->destroyed ())
1966 return 1; 1897 return 1;
1967 1898
1980/* 1911/*
1981 * present_arch(arch, map, x, y) searches for any objects with 1912 * present_arch(arch, map, x, y) searches for any objects with
1982 * a matching archetype at the given map and coordinates. 1913 * a matching archetype at the given map and coordinates.
1983 * The first matching object is returned, or NULL if none. 1914 * The first matching object is returned, or NULL if none.
1984 */ 1915 */
1985
1986object * 1916object *
1987present_arch (const archetype *at, maptile *m, int x, int y) 1917present_arch (const archetype *at, maptile *m, int x, int y)
1988{ 1918{
1989 object *
1990 tmp;
1991
1992 if (m == NULL || out_of_map (m, x, y)) 1919 if (!m || out_of_map (m, x, y))
1993 { 1920 {
1994 LOG (llevError, "Present_arch called outside map.\n"); 1921 LOG (llevError, "Present_arch called outside map.\n");
1995 return NULL; 1922 return NULL;
1996 } 1923 }
1997 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1924
1998 if (tmp->arch == at) 1925 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1926 if (tmp->arch->archname == at->archname)
1999 return tmp; 1927 return tmp;
1928
2000 return NULL; 1929 return NULL;
2001} 1930}
2002 1931
2003/* 1932/*
2004 * present(type, map, x, y) searches for any objects with 1933 * present(type, map, x, y) searches for any objects with
2005 * a matching type variable at the given map and coordinates. 1934 * a matching type variable at the given map and coordinates.
2006 * The first matching object is returned, or NULL if none. 1935 * The first matching object is returned, or NULL if none.
2007 */ 1936 */
2008
2009object * 1937object *
2010present (unsigned char type, maptile *m, int x, int y) 1938present (unsigned char type, maptile *m, int x, int y)
2011{ 1939{
2012 object *
2013 tmp;
2014
2015 if (out_of_map (m, x, y)) 1940 if (out_of_map (m, x, y))
2016 { 1941 {
2017 LOG (llevError, "Present called outside map.\n"); 1942 LOG (llevError, "Present called outside map.\n");
2018 return NULL; 1943 return NULL;
2019 } 1944 }
2020 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1945
1946 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
2021 if (tmp->type == type) 1947 if (tmp->type == type)
2022 return tmp; 1948 return tmp;
1949
2023 return NULL; 1950 return NULL;
2024} 1951}
2025 1952
2026/* 1953/*
2027 * present_in_ob(type, object) searches for any objects with 1954 * present_in_ob(type, object) searches for any objects with
2028 * a matching type variable in the inventory of the given object. 1955 * a matching type variable in the inventory of the given object.
2029 * The first matching object is returned, or NULL if none. 1956 * The first matching object is returned, or NULL if none.
2030 */ 1957 */
2031
2032object * 1958object *
2033present_in_ob (unsigned char type, const object *op) 1959present_in_ob (unsigned char type, const object *op)
2034{ 1960{
2035 object *
2036 tmp;
2037
2038 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1961 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2039 if (tmp->type == type) 1962 if (tmp->type == type)
2040 return tmp; 1963 return tmp;
1964
2041 return NULL; 1965 return NULL;
2042} 1966}
2043 1967
2044/* 1968/*
2045 * present_in_ob (type, str, object) searches for any objects with 1969 * present_in_ob (type, str, object) searches for any objects with
2053 * str is the string to match against. Note that we match against 1977 * str is the string to match against. Note that we match against
2054 * the object name, not the archetype name. this is so that the 1978 * the object name, not the archetype name. this is so that the
2055 * spell code can use one object type (force), but change it's name 1979 * spell code can use one object type (force), but change it's name
2056 * to be unique. 1980 * to be unique.
2057 */ 1981 */
2058
2059object * 1982object *
2060present_in_ob_by_name (int type, const char *str, const object *op) 1983present_in_ob_by_name (int type, const char *str, const object *op)
2061{ 1984{
2062 object *
2063 tmp;
2064
2065 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1985 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2066 {
2067 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1986 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2068 return tmp; 1987 return tmp;
2069 } 1988
2070 return NULL; 1989 return 0;
2071} 1990}
2072 1991
2073/* 1992/*
2074 * present_arch_in_ob(archetype, object) searches for any objects with 1993 * present_arch_in_ob(archetype, object) searches for any objects with
2075 * a matching archetype in the inventory of the given object. 1994 * a matching archetype in the inventory of the given object.
2076 * The first matching object is returned, or NULL if none. 1995 * The first matching object is returned, or NULL if none.
2077 */ 1996 */
2078
2079object * 1997object *
2080present_arch_in_ob (const archetype *at, const object *op) 1998present_arch_in_ob (const archetype *at, const object *op)
2081{ 1999{
2082 object *
2083 tmp;
2084
2085 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2000 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2086 if (tmp->arch == at) 2001 if (tmp->arch->archname == at->archname)
2087 return tmp; 2002 return tmp;
2003
2088 return NULL; 2004 return NULL;
2089} 2005}
2090 2006
2091/* 2007/*
2092 * activate recursively a flag on an object inventory 2008 * activate recursively a flag on an object inventory
2093 */ 2009 */
2094void 2010void
2095flag_inv (object *op, int flag) 2011flag_inv (object *op, int flag)
2096{ 2012{
2097 object *
2098 tmp;
2099
2100 if (op->inv)
2101 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2013 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2102 { 2014 {
2103 SET_FLAG (tmp, flag); 2015 tmp->set_flag (flag);
2104 flag_inv (tmp, flag); 2016 flag_inv (tmp, flag);
2105 } 2017 }
2106} /* 2018}
2019
2020/*
2107 * desactivate recursively a flag on an object inventory 2021 * deactivate recursively a flag on an object inventory
2108 */ 2022 */
2109void 2023void
2110unflag_inv (object *op, int flag) 2024unflag_inv (object *op, int flag)
2111{ 2025{
2112 object *
2113 tmp;
2114
2115 if (op->inv)
2116 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 2026 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2117 { 2027 {
2118 CLEAR_FLAG (tmp, flag); 2028 tmp->clr_flag (flag);
2119 unflag_inv (tmp, flag); 2029 unflag_inv (tmp, flag);
2120 } 2030 }
2121}
2122
2123/*
2124 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2125 * all it's inventory (recursively).
2126 * If checksums are used, a player will get set_cheat called for
2127 * him/her-self and all object carried by a call to this function.
2128 */
2129
2130void
2131set_cheat (object *op)
2132{
2133 SET_FLAG (op, FLAG_WAS_WIZ);
2134 flag_inv (op, FLAG_WAS_WIZ);
2135} 2031}
2136 2032
2137/* 2033/*
2138 * find_free_spot(object, map, x, y, start, stop) will search for 2034 * find_free_spot(object, map, x, y, start, stop) will search for
2139 * a spot at the given map and coordinates which will be able to contain 2035 * a spot at the given map and coordinates which will be able to contain
2141 * to search (see the freearr_x/y[] definition). 2037 * to search (see the freearr_x/y[] definition).
2142 * It returns a random choice among the alternatives found. 2038 * It returns a random choice among the alternatives found.
2143 * start and stop are where to start relative to the free_arr array (1,9 2039 * start and stop are where to start relative to the free_arr array (1,9
2144 * does all 4 immediate directions). This returns the index into the 2040 * does all 4 immediate directions). This returns the index into the
2145 * array of the free spot, -1 if no spot available (dir 0 = x,y) 2041 * array of the free spot, -1 if no spot available (dir 0 = x,y)
2146 * Note - this only checks to see if there is space for the head of the
2147 * object - if it is a multispace object, this should be called for all
2148 * pieces.
2149 * Note2: This function does correctly handle tiled maps, but does not 2042 * Note: This function does correctly handle tiled maps, but does not
2150 * inform the caller. However, insert_ob_in_map will update as 2043 * inform the caller. However, insert_ob_in_map will update as
2151 * necessary, so the caller shouldn't need to do any special work. 2044 * necessary, so the caller shouldn't need to do any special work.
2152 * Note - updated to take an object instead of archetype - this is necessary 2045 * Note - updated to take an object instead of archetype - this is necessary
2153 * because arch_blocked (now ob_blocked) needs to know the movement type 2046 * because arch_blocked (now ob_blocked) needs to know the movement type
2154 * to know if the space in question will block the object. We can't use 2047 * to know if the space in question will block the object. We can't use
2155 * the archetype because that isn't correct if the monster has been 2048 * the archetype because that isn't correct if the monster has been
2156 * customized, changed states, etc. 2049 * customized, changed states, etc.
2157 */ 2050 */
2158
2159int 2051int
2160find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 2052find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2161{ 2053{
2162 int
2163 i,
2164 index = 0, flag;
2165 static int
2166 altern[SIZEOFFREE]; 2054 int altern[SIZEOFFREE];
2055 int index = 0, flag;
2167 2056
2168 for (i = start; i < stop; i++) 2057 for (int i = start; i < stop; i++)
2169 { 2058 {
2170 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 2059 mapxy pos (m, x, y); pos.move (i);
2171 if (!flag) 2060
2061 if (!pos.normalise ())
2062 continue;
2063
2064 mapspace &ms = *pos;
2065
2066 if (ms.flags () & P_IS_ALIVE)
2067 continue;
2068
2069 /* However, often
2070 * ob doesn't have any move type (when used to place exits)
2071 * so the AND operation in OB_TYPE_MOVE_BLOCK doesn't work.
2072 */
2073 if (ob && ob->move_type == 0 && ms.move_block != MOVE_ALL)
2074 {
2172 altern[index++] = i; 2075 altern [index++] = i;
2076 continue;
2077 }
2173 2078
2174 /* Basically, if we find a wall on a space, we cut down the search size. 2079 /* Basically, if we find a wall on a space, we cut down the search size.
2175 * In this way, we won't return spaces that are on another side of a wall. 2080 * In this way, we won't return spaces that are on another side of a wall.
2176 * This mostly work, but it cuts down the search size in all directions - 2081 * This mostly work, but it cuts down the search size in all directions -
2177 * if the space being examined only has a wall to the north and empty 2082 * if the space being examined only has a wall to the north and empty
2178 * spaces in all the other directions, this will reduce the search space 2083 * spaces in all the other directions, this will reduce the search space
2179 * to only the spaces immediately surrounding the target area, and 2084 * to only the spaces immediately surrounding the target area, and
2180 * won't look 2 spaces south of the target space. 2085 * won't look 2 spaces south of the target space.
2181 */ 2086 */
2182 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2087 if (ms.move_block == MOVE_ALL && maxfree[i] < stop)
2088 {
2183 stop = maxfree[i]; 2089 stop = maxfree[i];
2090 continue;
2091 }
2092
2093 /* Note it is intentional that we check ob - the movement type of the
2094 * head of the object should correspond for the entire object.
2095 */
2096 if (OB_TYPE_MOVE_BLOCK (ob, ms.move_block))
2097 continue;
2098
2099 if (ob->blocked (pos.m, pos.x, pos.y))
2100 continue;
2101
2102 altern [index++] = i;
2184 } 2103 }
2104
2185 if (!index) 2105 if (!index)
2186 return -1; 2106 return -1;
2107
2187 return altern[RANDOM () % index]; 2108 return altern [rndm (index)];
2188} 2109}
2189 2110
2190/* 2111/*
2191 * find_first_free_spot(archetype, maptile, x, y) works like 2112 * find_first_free_spot(archetype, maptile, x, y) works like
2192 * find_free_spot(), but it will search max number of squares. 2113 * find_free_spot(), but it will search max number of squares.
2193 * But it will return the first available spot, not a random choice. 2114 * But it will return the first available spot, not a random choice.
2194 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2115 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2195 */ 2116 */
2196
2197int 2117int
2198find_first_free_spot (const object *ob, maptile *m, int x, int y) 2118find_first_free_spot (const object *ob, maptile *m, int x, int y)
2199{ 2119{
2200 int
2201 i;
2202
2203 for (i = 0; i < SIZEOFFREE; i++) 2120 for (int i = 0; i < SIZEOFFREE; i++)
2204 {
2205 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2121 if (!ob->blocked (m, x + freearr_x[i], y + freearr_y[i]))
2206 return i; 2122 return i;
2207 } 2123
2208 return -1; 2124 return -1;
2209} 2125}
2210 2126
2211/* 2127/*
2212 * The function permute(arr, begin, end) randomly reorders the array 2128 * The function permute(arr, begin, end) randomly reorders the array
2213 * arr[begin..end-1]. 2129 * arr[begin..end-1].
2130 * now uses a fisher-yates shuffle, old permute was broken
2214 */ 2131 */
2215static void 2132static void
2216permute (int *arr, int begin, int end) 2133permute (int *arr, int begin, int end)
2217{ 2134{
2218 int 2135 arr += begin;
2219 i,
2220 j,
2221 tmp,
2222 len;
2223
2224 len = end - begin; 2136 end -= begin;
2225 for (i = begin; i < end; i++)
2226 {
2227 j = begin + RANDOM () % len;
2228 2137
2229 tmp = arr[i]; 2138 while (--end)
2230 arr[i] = arr[j]; 2139 swap (arr [end], arr [rndm (end + 1)]);
2231 arr[j] = tmp;
2232 }
2233} 2140}
2234 2141
2235/* new function to make monster searching more efficient, and effective! 2142/* new function to make monster searching more efficient, and effective!
2236 * This basically returns a randomized array (in the passed pointer) of 2143 * This basically returns a randomized array (in the passed pointer) of
2237 * the spaces to find monsters. In this way, it won't always look for 2144 * the spaces to find monsters. In this way, it won't always look for
2240 * the 3x3 area will be searched, just not in a predictable order. 2147 * the 3x3 area will be searched, just not in a predictable order.
2241 */ 2148 */
2242void 2149void
2243get_search_arr (int *search_arr) 2150get_search_arr (int *search_arr)
2244{ 2151{
2245 int 2152 int i;
2246 i;
2247 2153
2248 for (i = 0; i < SIZEOFFREE; i++) 2154 for (i = 0; i < SIZEOFFREE; i++)
2249 {
2250 search_arr[i] = i; 2155 search_arr[i] = i;
2251 }
2252 2156
2253 permute (search_arr, 1, SIZEOFFREE1 + 1); 2157 permute (search_arr, 1, SIZEOFFREE1 + 1);
2254 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2158 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2255 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2159 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2256} 2160}
2265 * Perhaps incorrectly, but I'm making the assumption that exclude 2169 * Perhaps incorrectly, but I'm making the assumption that exclude
2266 * is actually want is going to try and move there. We need this info 2170 * is actually want is going to try and move there. We need this info
2267 * because we have to know what movement the thing looking to move 2171 * because we have to know what movement the thing looking to move
2268 * there is capable of. 2172 * there is capable of.
2269 */ 2173 */
2270
2271int 2174int
2272find_dir (maptile *m, int x, int y, object *exclude) 2175find_dir (maptile *m, int x, int y, object *exclude)
2273{ 2176{
2274 int
2275 i,
2276 max = SIZEOFFREE, mflags; 2177 int max = SIZEOFFREE, mflags;
2277
2278 sint16 nx, ny;
2279 object *
2280 tmp;
2281 maptile *
2282 mp;
2283
2284 MoveType blocked, move_type; 2178 MoveType move_type;
2285 2179
2286 if (exclude && exclude->head) 2180 if (exclude && exclude->head_ () != exclude)
2287 { 2181 {
2288 exclude = exclude->head; 2182 exclude = exclude->head;
2289 move_type = exclude->move_type; 2183 move_type = exclude->move_type;
2290 } 2184 }
2291 else 2185 else
2292 { 2186 {
2293 /* If we don't have anything, presume it can use all movement types. */ 2187 /* If we don't have anything, presume it can use all movement types. */
2294 move_type = MOVE_ALL; 2188 move_type = MOVE_ALL;
2295 } 2189 }
2296 2190
2297 for (i = 1; i < max; i++) 2191 for (int i = 1; i < max; i++)
2298 { 2192 {
2299 mp = m; 2193 mapxy pos (m, x, y);
2300 nx = x + freearr_x[i]; 2194 pos.move (i);
2301 ny = y + freearr_y[i];
2302 2195
2303 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2196 if (!pos.normalise ())
2304 if (mflags & P_OUT_OF_MAP)
2305 {
2306 max = maxfree[i]; 2197 max = maxfree[i];
2307 }
2308 else 2198 else
2309 { 2199 {
2310 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2200 mapspace &ms = *pos;
2311 2201
2312 if ((move_type & blocked) == move_type) 2202 if ((move_type & ms.move_block) == move_type)
2203 max = maxfree [i];
2204 else if (ms.flags () & P_IS_ALIVE)
2313 { 2205 {
2314 max = maxfree[i]; 2206 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
2315 } 2207 if ((tmp->flag [FLAG_MONSTER] || tmp->is_player ())
2316 else if (mflags & P_IS_ALIVE) 2208 && (tmp != exclude || (tmp->head_ () != tmp && tmp->head_ () != exclude)))
2317 {
2318 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above)
2319 {
2320 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2321 {
2322 break;
2323 }
2324 }
2325 if (tmp)
2326 {
2327 return freedir[i]; 2209 return freedir [i];
2328 }
2329 } 2210 }
2330 } 2211 }
2331 } 2212 }
2213
2332 return 0; 2214 return 0;
2333} 2215}
2334 2216
2335/* 2217/*
2336 * distance(object 1, object 2) will return the square of the 2218 * distance(object 1, object 2) will return the square of the
2337 * distance between the two given objects. 2219 * distance between the two given objects.
2338 */ 2220 */
2339
2340int 2221int
2341distance (const object *ob1, const object *ob2) 2222distance (const object *ob1, const object *ob2)
2342{ 2223{
2343 int
2344 i;
2345
2346 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2224 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2347 return i;
2348} 2225}
2349 2226
2350/* 2227/*
2351 * find_dir_2(delta-x,delta-y) will return a direction in which 2228 * find_dir_2(delta-x,delta-y) will return a direction value
2352 * an object which has subtracted the x and y coordinates of another 2229 * for running into direct [dx, dy].
2353 * object, needs to travel toward it. 2230 * (the opposite of crossfire's find_dir_2!)
2354 */ 2231 */
2355
2356int 2232int
2357find_dir_2 (int x, int y) 2233find_dir_2 (int x, int y)
2358{ 2234{
2235#if 1 // new algorithm
2236 // this works by putting x, y into 16 sectors, which
2237 // are not equal sized, but are a better approximation
2238 // then the old algorithm, and then using a mapping
2239 // table to map it into a direction value.
2240 // basically, it maps these comparisons to each bit
2241 // bit #3: x < 0
2242 // bit #2: y < 0
2243 // bit #1: x > y
2244 // bit #0: x > 2y
2245
2246 static const uint8 dir[16] = {
2247 4, 5, 4, 3,
2248 2, 1, 2, 3,
2249 6, 5, 6, 7,
2250 8, 1, 8, 7,
2251 };
2252 int sector = 0;
2253
2254 // this is a bit ugly, but more likely to result in branchless code
2255 sector |= x < 0 ? 8 : 0;
2256 x = x < 0 ? -x : x; // abs
2257
2258 sector |= y < 0 ? 4 : 0;
2259 y = y < 0 ? -y : y; // abs
2260
2261 if (x > y)
2262 {
2263 sector |= 2;
2264
2265 if (x > y * 2)
2266 sector |= 1;
2267 }
2268 else
2269 {
2270 if (y > x * 2)
2271 sector |= 1;
2272 else if (!y)
2273 return 0; // x == 0 here
2274 }
2275
2276 return dir [sector];
2277#else // old algorithm
2359 int 2278 int q;
2360 q;
2361 2279
2362 if (y) 2280 if (y)
2363 q = x * 100 / y; 2281 q = 128 * x / y;
2364 else if (x) 2282 else if (x)
2365 q = -300 * x; 2283 q = -512 * x; // to make it > 309
2366 else 2284 else
2367 return 0; 2285 return 0;
2368 2286
2369 if (y > 0) 2287 if (y > 0)
2370 { 2288 {
2371 if (q < -242) 2289 if (q < -309) return 7;
2290 if (q < -52) return 6;
2291 if (q < 52) return 5;
2292 if (q < 309) return 4;
2293
2372 return 3; 2294 return 3;
2373 if (q < -41) 2295 }
2374 return 2; 2296 else
2375 if (q < 41) 2297 {
2376 return 1; 2298 if (q < -309) return 3;
2377 if (q < 242) 2299 if (q < -52) return 2;
2378 return 8; 2300 if (q < 52) return 1;
2301 if (q < 309) return 8;
2302
2379 return 7; 2303 return 7;
2380 } 2304 }
2381 2305#endif
2382 if (q < -242)
2383 return 7;
2384 if (q < -41)
2385 return 6;
2386 if (q < 41)
2387 return 5;
2388 if (q < 242)
2389 return 4;
2390
2391 return 3;
2392}
2393
2394/*
2395 * absdir(int): Returns a number between 1 and 8, which represent
2396 * the "absolute" direction of a number (it actually takes care of
2397 * "overflow" in previous calculations of a direction).
2398 */
2399
2400int
2401absdir (int d)
2402{
2403 while (d < 1)
2404 d += 8;
2405 while (d > 8)
2406 d -= 8;
2407 return d;
2408} 2306}
2409 2307
2410/* 2308/*
2411 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2309 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2412 * between two directions (which are expected to be absolute (see absdir()) 2310 * between two directions (which are expected to be absolute (see absdir())
2413 */ 2311 */
2414
2415int 2312int
2416dirdiff (int dir1, int dir2) 2313dirdiff (int dir1, int dir2)
2417{ 2314{
2418 int
2419 d;
2420
2421 d = abs (dir1 - dir2); 2315 int d = abs (dir1 - dir2);
2422 if (d > 4) 2316
2423 d = 8 - d; 2317 return d > 4 ? 8 - d : d;
2424 return d;
2425} 2318}
2426 2319
2427/* peterm: 2320/* peterm:
2428 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2321 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2429 * Basically, this is a table of directions, and what directions 2322 * Basically, this is a table of directions, and what directions
2431 * This basically means that if direction is 15, then it could either go 2324 * This basically means that if direction is 15, then it could either go
2432 * direction 4, 14, or 16 to get back to where we are. 2325 * direction 4, 14, or 16 to get back to where we are.
2433 * Moved from spell_util.c to object.c with the other related direction 2326 * Moved from spell_util.c to object.c with the other related direction
2434 * functions. 2327 * functions.
2435 */ 2328 */
2436
2437int
2438 reduction_dir[SIZEOFFREE][3] = { 2329static const int reduction_dir[SIZEOFFREE][3] = {
2439 {0, 0, 0}, /* 0 */ 2330 {0, 0, 0}, /* 0 */
2440 {0, 0, 0}, /* 1 */ 2331 {0, 0, 0}, /* 1 */
2441 {0, 0, 0}, /* 2 */ 2332 {0, 0, 0}, /* 2 */
2442 {0, 0, 0}, /* 3 */ 2333 {0, 0, 0}, /* 3 */
2443 {0, 0, 0}, /* 4 */ 2334 {0, 0, 0}, /* 4 */
2491 * find a path to that monster that we found. If not, 2382 * find a path to that monster that we found. If not,
2492 * we don't bother going toward it. Returns 1 if we 2383 * we don't bother going toward it. Returns 1 if we
2493 * can see a direct way to get it 2384 * can see a direct way to get it
2494 * Modified to be map tile aware -.MSW 2385 * Modified to be map tile aware -.MSW
2495 */ 2386 */
2496
2497
2498int 2387int
2499can_see_monsterP (maptile *m, int x, int y, int dir) 2388can_see_monsterP (maptile *m, int x, int y, int dir)
2500{ 2389{
2501 sint16 dx, dy; 2390 sint16 dx, dy;
2502 int
2503 mflags; 2391 int mflags;
2504 2392
2505 if (dir < 0) 2393 if (dir < 0)
2506 return 0; /* exit condition: invalid direction */ 2394 return 0; /* exit condition: invalid direction */
2507 2395
2508 dx = x + freearr_x[dir]; 2396 dx = x + freearr_x[dir];
2521 return 0; 2409 return 0;
2522 2410
2523 /* yes, can see. */ 2411 /* yes, can see. */
2524 if (dir < 9) 2412 if (dir < 9)
2525 return 1; 2413 return 1;
2414
2526 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2415 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2527 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2416 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2417 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2528} 2418}
2529
2530
2531 2419
2532/* 2420/*
2533 * can_pick(picker, item): finds out if an object is possible to be 2421 * can_pick(picker, item): finds out if an object is possible to be
2534 * picked up by the picker. Returnes 1 if it can be 2422 * picked up by the picker. Returnes 1 if it can be
2535 * picked up, otherwise 0. 2423 * picked up, otherwise 0.
2537 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause 2425 * Cf 0.91.3 - don't let WIZ's pick up anything - will likely cause
2538 * core dumps if they do. 2426 * core dumps if they do.
2539 * 2427 *
2540 * Add a check so we can't pick up invisible objects (0.93.8) 2428 * Add a check so we can't pick up invisible objects (0.93.8)
2541 */ 2429 */
2542
2543int 2430int
2544can_pick (const object *who, const object *item) 2431can_pick (const object *who, const object *item)
2545{ 2432{
2546 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2433 return /*who->flag [FLAG_WIZ]|| */
2547 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2434 (item->weight > 0 && !item->flag [FLAG_NO_PICK] &&
2548 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2435 !item->flag [FLAG_ALIVE] && !item->invisible && (who->is_player () || item->weight < who->weight / 3));
2549} 2436}
2550
2551 2437
2552/* 2438/*
2553 * create clone from object to another 2439 * create clone from object to another
2554 */ 2440 */
2555object * 2441object *
2556object_create_clone (object *asrc) 2442object::deep_clone ()
2557{ 2443{
2558 object * 2444 assert (("deep_clone called on non-head object", is_head ()));
2559 dst = NULL, *tmp, *src, *part, *prev, *item;
2560 2445
2561 if (!asrc) 2446 object *dst = clone ();
2562 return NULL;
2563 src = asrc;
2564 if (src->head)
2565 src = src->head;
2566 2447
2567 prev = NULL; 2448 object *prev = dst;
2568 for (part = src; part; part = part->more) 2449 for (object *part = this->more; part; part = part->more)
2569 { 2450 {
2570 tmp = get_object (); 2451 object *tmp = part->clone ();
2571 copy_object (part, tmp);
2572 tmp->x -= src->x;
2573 tmp->y -= src->y;
2574 if (!part->head)
2575 {
2576 dst = tmp;
2577 tmp->head = NULL;
2578 }
2579 else
2580 {
2581 tmp->head = dst; 2452 tmp->head = dst;
2582 }
2583 tmp->more = NULL;
2584 if (prev)
2585 prev->more = tmp; 2453 prev->more = tmp;
2586 prev = tmp; 2454 prev = tmp;
2587 } 2455 }
2588 2456
2589 for (item = src->inv; item; item = item->below) 2457 for (object *item = inv; item; item = item->below)
2590 insert_ob_in_ob (object_create_clone (item), dst); 2458 insert_ob_in_ob (item->deep_clone (), dst);
2591 2459
2592 return dst; 2460 return dst;
2593}
2594
2595/* GROS - Creates an object using a string representing its content. */
2596/* Basically, we save the content of the string to a temp file, then call */
2597/* load_object on it. I admit it is a highly inefficient way to make things, */
2598/* but it was simple to make and allows reusing the load_object function. */
2599/* Remember not to use load_object_str in a time-critical situation. */
2600/* Also remember that multiparts objects are not supported for now. */
2601
2602object *
2603load_object_str (const char *obstr)
2604{
2605 object *op;
2606 char filename[MAX_BUF];
2607
2608 sprintf (filename, "%s/cfloadobstr2044", settings.tmpdir);
2609
2610 FILE *tempfile = fopen (filename, "w");
2611
2612 if (tempfile == NULL)
2613 {
2614 LOG (llevError, "Error - Unable to access load object temp file\n");
2615 return NULL;
2616 }
2617
2618 fprintf (tempfile, obstr);
2619 fclose (tempfile);
2620
2621 op = get_object ();
2622
2623 object_thawer thawer (filename);
2624
2625 if (thawer)
2626 load_object (thawer, op, 0);
2627
2628 LOG (llevDebug, " load str completed, object=%s\n", &op->name);
2629 CLEAR_FLAG (op, FLAG_REMOVED);
2630
2631 return op;
2632} 2461}
2633 2462
2634/* This returns the first object in who's inventory that 2463/* This returns the first object in who's inventory that
2635 * has the same type and subtype match. 2464 * has the same type and subtype match.
2636 * returns NULL if no match. 2465 * returns NULL if no match.
2637 */ 2466 */
2638object * 2467object *
2639find_obj_by_type_subtype (const object *who, int type, int subtype) 2468find_obj_by_type_subtype (const object *who, int type, int subtype)
2640{ 2469{
2641 object *tmp;
2642
2643 for (tmp = who->inv; tmp; tmp = tmp->below) 2470 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2644 if (tmp->type == type && tmp->subtype == subtype) 2471 if (tmp->type == type && tmp->subtype == subtype)
2645 return tmp; 2472 return tmp;
2646 2473
2647 return NULL;
2648}
2649
2650/* If ob has a field named key, return the link from the list,
2651 * otherwise return NULL.
2652 *
2653 * key must be a passed in shared string - otherwise, this won't
2654 * do the desired thing.
2655 */
2656key_value *
2657get_ob_key_link (const object *ob, const char *key)
2658{
2659 key_value *link;
2660
2661 for (link = ob->key_values; link != NULL; link = link->next)
2662 if (link->key == key)
2663 return link;
2664
2665 return NULL;
2666}
2667
2668/*
2669 * Returns the value of op has an extra_field for key, or NULL.
2670 *
2671 * The argument doesn't need to be a shared string.
2672 *
2673 * The returned string is shared.
2674 */
2675const char *
2676get_ob_key_value (const object *op, const char *const key)
2677{
2678 key_value *link;
2679 shstr_cmp canonical_key (key);
2680
2681 if (!canonical_key)
2682 {
2683 /* 1. There being a field named key on any object
2684 * implies there'd be a shared string to find.
2685 * 2. Since there isn't, no object has this field.
2686 * 3. Therefore, *this* object doesn't have this field.
2687 */
2688 return 0;
2689 }
2690
2691 /* This is copied from get_ob_key_link() above -
2692 * only 4 lines, and saves the function call overhead.
2693 */
2694 for (link = op->key_values; link; link = link->next)
2695 if (link->key == canonical_key)
2696 return link->value;
2697
2698 return 0; 2474 return 0;
2699} 2475}
2700 2476
2701 2477shstr_tmp
2702/* 2478object::kv_get (shstr_tmp key) const
2703 * Updates the canonical_key in op to value.
2704 *
2705 * canonical_key is a shared string (value doesn't have to be).
2706 *
2707 * Unless add_key is TRUE, it won't add fields, only change the value of existing
2708 * keys.
2709 *
2710 * Returns TRUE on success.
2711 */
2712int
2713set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2714{ 2479{
2715 key_value * 2480 for (key_value *kv = key_values; kv; kv = kv->next)
2716 field = NULL, *last = NULL; 2481 if (kv->key == key)
2482 return kv->value;
2717 2483
2718 for (field = op->key_values; field != NULL; field = field->next) 2484 return shstr ();
2719 { 2485}
2720 if (field->key != canonical_key) 2486
2487void
2488object::kv_set (shstr_tmp key, shstr_tmp value)
2489{
2490 for (key_value *kv = key_values; kv; kv = kv->next)
2491 if (kv->key == key)
2721 { 2492 {
2722 last = field; 2493 kv->value = value;
2723 continue; 2494 return;
2724 } 2495 }
2725 2496
2726 if (value) 2497 key_value *kv = new key_value;
2727 field->value = value; 2498
2728 else 2499 kv->next = key_values;
2500 kv->key = key;
2501 kv->value = value;
2502
2503 key_values = kv;
2504}
2505
2506void
2507object::kv_del (shstr_tmp key)
2508{
2509 for (key_value **kvp = &key_values; *kvp; kvp = &(*kvp)->next)
2510 if ((*kvp)->key == key)
2729 { 2511 {
2730 /* Basically, if the archetype has this key set, 2512 key_value *kv = *kvp;
2731 * we need to store the null value so when we save 2513 *kvp = (*kvp)->next;
2732 * it, we save the empty value so that when we load, 2514 delete kv;
2733 * we get this value back again. 2515 return;
2734 */
2735 if (get_ob_key_link (&op->arch->clone, canonical_key))
2736 field->value = 0;
2737 else
2738 {
2739 if (last)
2740 last->next = field->next;
2741 else
2742 op->key_values = field->next;
2743
2744 delete field;
2745 }
2746 } 2516 }
2747 return TRUE;
2748 }
2749 /* IF we get here, key doesn't exist */
2750
2751 /* No field, we'll have to add it. */
2752
2753 if (!add_key)
2754 {
2755 return FALSE;
2756 }
2757 /* There isn't any good reason to store a null
2758 * value in the key/value list. If the archetype has
2759 * this key, then we should also have it, so shouldn't
2760 * be here. If user wants to store empty strings,
2761 * should pass in ""
2762 */
2763 if (value == NULL)
2764 return TRUE;
2765
2766 field = new key_value;
2767
2768 field->key = canonical_key;
2769 field->value = value;
2770 /* Usual prepend-addition. */
2771 field->next = op->key_values;
2772 op->key_values = field;
2773
2774 return TRUE;
2775}
2776
2777/*
2778 * Updates the key in op to value.
2779 *
2780 * If add_key is FALSE, this will only update existing keys,
2781 * and not add new ones.
2782 * In general, should be little reason FALSE is ever passed in for add_key
2783 *
2784 * Returns TRUE on success.
2785 */
2786int
2787set_ob_key_value (object *op, const char *key, const char *value, int add_key)
2788{
2789 shstr key_ (key);
2790
2791 return set_ob_key_value_s (op, key_, value, add_key);
2792} 2517}
2793 2518
2794object::depth_iterator::depth_iterator (object *container) 2519object::depth_iterator::depth_iterator (object *container)
2795: iterator_base (container) 2520: iterator_base (container)
2796{ 2521{
2810 } 2535 }
2811 else 2536 else
2812 item = item->env; 2537 item = item->env;
2813} 2538}
2814 2539
2540const char *
2541object::flag_desc (char *desc, int len) const
2542{
2543 char *p = desc;
2544 bool first = true;
2545
2546 *p = 0;
2547
2548 for (int i = 0; i < NUM_FLAGS; i++)
2549 {
2550 if (len <= 10) // magic constant!
2551 {
2552 snprintf (p, len, ",...");
2553 break;
2554 }
2555
2556 if (flag [i])
2557 {
2558 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2559 len -= cnt;
2560 p += cnt;
2561 first = false;
2562 }
2563 }
2564
2565 return desc;
2566}
2567
2815// return a suitable string describing an objetc in enough detail to find it 2568// return a suitable string describing an object in enough detail to find it
2816const char * 2569const char *
2817object::debug_desc (char *info) const 2570object::debug_desc (char *info) const
2818{ 2571{
2572 char flagdesc[512];
2819 char info2[256 * 3]; 2573 char info2[256 * 4];
2820 char *p = info; 2574 char *p = info;
2821 2575
2822 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2576 p += snprintf (p, 512, "{cnt:%d,uuid:%s,name:\"%s\"%s%s%s,flags:[%s],type:%d}",
2823 count, 2577 count,
2578 uuid.c_str (),
2824 &name, 2579 &name,
2825 title ? " " : "", 2580 title ? ",title:\"" : "",
2826 title ? (const char *)title : ""); 2581 title ? (const char *)title : "",
2582 title ? "\"" : "",
2583 flag_desc (flagdesc, 512), type);
2827 2584
2828 if (env) 2585 if (!flag[FLAG_REMOVED] && env)
2829 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2586 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2830 2587
2831 if (map) 2588 if (map)
2832 p += snprintf (p, 256, "(on %s@%d+%d)", map->path, x, y); 2589 p += snprintf (p, 256, "(on %s@%d+%d)", &map->path, x, y);
2833 2590
2834 return info; 2591 return info;
2835} 2592}
2836 2593
2837const char * 2594const char *
2838object::debug_desc () const 2595object::debug_desc () const
2839{ 2596{
2840 static char info[256 * 3]; 2597 static char info[3][256 * 4];
2598 static int info_idx;
2599
2841 return debug_desc (info); 2600 return debug_desc (info [++info_idx % 3]);
2842} 2601}
2843 2602
2603struct region *
2604object::region () const
2605{
2606 return map ? map->region (x, y)
2607 : region::default_region ();
2608}
2609
2610void
2611object::open_container (object *new_container)
2612{
2613 if (container == new_container)
2614 return;
2615
2616 object *old_container = container;
2617
2618 if (old_container)
2619 {
2620 if (INVOKE_OBJECT (CLOSE, old_container, ARG_OBJECT (this)))
2621 return;
2622
2623#if 0
2624 // remove the "Close old_container" object.
2625 if (object *closer = old_container->inv)
2626 if (closer->type == CLOSE_CON)
2627 closer->destroy ();
2628#endif
2629
2630 // make sure the container is available
2631 esrv_send_item (this, old_container);
2632
2633 old_container->flag [FLAG_APPLIED] = false;
2634 container = 0;
2635
2636 // client needs item update to make it work, client bug requires this to be separate
2637 esrv_update_item (UPD_FLAGS, this, old_container);
2638
2639 new_draw_info_format (NDI_UNIQUE, 0, this, "You close %s.", old_container->query_name ());
2640 play_sound (sound_find ("chest_close"));
2641 }
2642
2643 if (new_container)
2644 {
2645 if (INVOKE_OBJECT (OPEN, new_container, ARG_OBJECT (this)))
2646 return;
2647
2648 // TODO: this does not seem to serve any purpose anymore?
2649#if 0
2650 // insert the "Close Container" object.
2651 if (archetype *closer = new_container->other_arch)
2652 {
2653 object *closer = new_container->other_arch->instance ();
2654 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2655 new_container->insert (closer);
2656 }
2657#endif
2658
2659 new_draw_info_format (NDI_UNIQUE, 0, this, "You open %s.", new_container->query_name ());
2660
2661 // make sure the container is available, client bug requires this to be separate
2662 esrv_send_item (this, new_container);
2663
2664 new_container->flag [FLAG_APPLIED] = true;
2665 container = new_container;
2666
2667 // client needs flag change
2668 esrv_update_item (UPD_FLAGS, this, new_container);
2669 esrv_send_inventory (this, new_container);
2670 play_sound (sound_find ("chest_open"));
2671 }
2672// else if (!old_container->env && contr && contr->ns)
2673// contr->ns->floorbox_reset ();
2674}
2675
2676object *
2677object::force_find (shstr_tmp name)
2678{
2679 /* cycle through his inventory to look for the MARK we want to
2680 * place
2681 */
2682 for (object *tmp = inv; tmp; tmp = tmp->below)
2683 if (tmp->type == FORCE && tmp->slaying == name)
2684 return splay (tmp);
2685
2686 return 0;
2687}
2688
2689//-GPL
2690
2691void
2692object::force_set_timer (int duration)
2693{
2694 this->duration = 1;
2695 this->speed_left = -1.f;
2696
2697 this->set_speed (duration ? 1.f / duration : 0.f);
2698}
2699
2700object *
2701object::force_add (shstr_tmp name, int duration)
2702{
2703 if (object *force = force_find (name))
2704 force->destroy ();
2705
2706 object *force = get_archetype (FORCE_NAME);
2707
2708 force->slaying = name;
2709 force->force_set_timer (duration);
2710 force->flag [FLAG_APPLIED] = true;
2711
2712 return insert (force);
2713}
2714
2715void
2716object::play_sound (faceidx sound) const
2717{
2718 if (!sound)
2719 return;
2720
2721 if (is_on_map ())
2722 map->play_sound (sound, x, y);
2723 else if (object *pl = in_player ())
2724 pl->contr->play_sound (sound);
2725}
2726
2727void
2728object::say_msg (const char *msg) const
2729{
2730 if (is_on_map ())
2731 map->say_msg (msg, x, y);
2732 else if (object *pl = in_player ())
2733 pl->contr->play_sound (sound);
2734}
2735
2736void
2737object::make_noise ()
2738{
2739 // we do not model noise in the map, so instead put
2740 // a temporary light into the noise source
2741 // could use the map instead, but that's less reliable for our
2742 // goal, which is to make invisibility a bit harder to exploit
2743
2744 // currently only works sensibly for players
2745 if (!is_player ())
2746 return;
2747
2748 // find old force, or create new one
2749 object *force = force_find (shstr_noise_force);
2750
2751 if (force)
2752 force->speed_left = -1.f; // patch old speed up
2753 else
2754 {
2755 force = archetype::get (shstr_noise_force);
2756
2757 force->slaying = shstr_noise_force;
2758 force->stats.food = 1;
2759 force->speed_left = -1.f;
2760
2761 force->set_speed (1.f / 4.f);
2762 force->flag [FLAG_IS_USED_UP] = true;
2763 force->flag [FLAG_APPLIED] = true;
2764
2765 insert (force);
2766 }
2767}
2768
2769void object::change_move_type (MoveType mt)
2770{
2771 if (move_type == mt)
2772 return;
2773
2774 if (is_on_map ())
2775 {
2776 // we are on the map, so handle move_on/off effects
2777 remove ();
2778 move_type = mt;
2779 map->insert (this, x, y, this);
2780 }
2781 else
2782 move_type = mt;
2783}
2784
2785/* object should be a player.
2786 * we return the object the player has marked with the 'mark' command
2787 * below. If no match is found (or object has changed), we return
2788 * NULL. We leave it up to the calling function to print messages if
2789 * nothing is found.
2790 */
2791object *
2792object::mark () const
2793{
2794 if (contr && contr->mark && contr->mark->env == this)
2795 return contr->mark;
2796 else
2797 return 0;
2798}
2799

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